SUPERHOT is the first person shooter where time moves only when you move. No regenerating health bars. No conveniently placed ammo drops. It's just you, outnumbered and outgunned, grabbing the weapons of fallen enemies to shoot, slice, and maneuver through a hurricane of slow-motion bullets.
Recent Reviews:
Very Positive (93) - 94% of the 93 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (8,392) - 85% of the 8,392 user reviews for this game are positive.
Release Date:
Feb 25, 2016

Sign in to add this item to your wishlist, follow it, or mark it as not interested





Recent updates View all (41)

June 14


The following is a weekly devlog for MIND CONTROL DELETE, the Early Access standalone expansion to the original SUPERHOT. Check it out HERE

Hey There

In this fresh out of a game editor update we bring you four new levels, refreshed melee enemies mechanics, a sprinkle of latest challenges aaaand a new Mind!
Let’s get to it, shall we?

Who was a good Dog?

Introducing Dog Mind.
Having its lore roots reaching far into original SUPERHOT this fellow has far different playstyle than you might be used to. Considerably more hectic and rapid in playstyle. Dog Mind concentrates more on melee, in your face, close quarters combat rather than “traditional” SUPERHOT mechanics.
His main skill is furious charging straight into opponents. Once you upgrade it you can chain charge multiple enemies at once. Really pleasant.
All guns in the Dog Mind hands (paws?) turn into throwables or melee weapons.
Dog still needs a lot of love from our animator and programmers but we wanted to give it to you as fast as possible.

Here is a breakdown of MODs available for Dog.

Starting MODs

- Kill Heal - Dog doesn't heal in Expand windows. Instead the more it destroys the more HP it gains. Killing is healthy for you.
- NoShooting - Dog can't shoot. Obviously.
- Charge - pressing "E" makes the Dog charge and strike an enemy.

Path of Skill
- KillerCharge - enemy hit with charge dies instantly
- KillerRecharge - killing enemies lowers cooldown on charge
- ChainCharge - Dog can charge several enemies in succession

Path of defence
- BulletsPunching - Dog can punch incoming bullets
- Berserk - during a melee fight Dog can't be damaged
- LightningReflexes - Dog reacts so fast that bullets and enemies seem to move slower

Path of aggro
-HitItWithAStick - longer range and smaller cooldown on melee weapons. Also can use weapons when charging.
- TeleportStrike - Dog teleports towards attacked enemies on short distance
- StarPunch - every enemy that gets hit dies after few seconds. Omaewa mo, shindeiru!



There have been a riot, tables have been flipped, prison bars are opening, red guys are coming. Use everything to fight it out!
Introducing deadly prison forks.


We love those Asian themes long time. Dojo is following the tradition of the reoccurring eastern inspiration.
Try timing throwing a bonsai tree between moving punching bags AND hitting a red guy. So satisfying.

Gas station

There has been an abrupt stop on your roadtrip. You’ve run out of gas. You just wanted a newspaper. Maybe you wanted a fast pee. It doesn’t matter because OH my! The red guys are coming!


Boy was this level redesigned a million times. The theme clicked immediately but the flow of the level changed a million times. Have fun spreading death with barbell plates and protein shakes.


A slight update to the enemies mechanic. We did some mean experiments and from now on melee weapon enemies will be able to bounce back any throwable that you throwat them.


Right now we are entering a new phase of developement of
SUPERHOT: MIND CONTROL DELETE. Which means that we have most of the parts of the game in place but the game itself lacks polish and some caring eye for details. We want to spend more time on diggin deep and polishing the things that are already there.
What it means for you is less frequent updates and on smaller scale than up to this point.
That might be a working menu, new set of skills or a patch with bugfixes.

Never skip legs day.
Szymon from SUPERHOT Team
6 comments Read more

June 1

MCD Friday Devlog #15-SHIELD

The following is a weekly devlog for MIND CONTROL DELETE, the Early Access standalone expansion to the original SUPERHOT. Check it out HERE

“Your spirit is your true shield”
Satoshi Ueshiba

Adding new features to a still growing game should help you push the overall gameplay.
Change and improve upon the basic, core concept.

That’s the stuff that echoes somewhere in the background when we design new content for SUPERHOT:MIND CONTROL DELETE.
This week I want to give you a peek into *STILL IN DEVELOPEMENT* our new enemy type.
As always this is a preview of early concepting phase. Stuff might change, maybe we will add flying flaming skulls or dog mounts. Design is a journey, who knows ;) .

Introducing Shield(ed) Enemies.
Different enemies should impose slightly different approach onto the player.
While MushroomDudes push you to plan when you shoot and force you into defensive, concrete types require precision and positioning. So thinking behind Shielded enemies was a place somewhere inbetween those two.

Except for obvious difficulties that shield enemy brings to the table he adds some interestings tactics options. Similarly to mushroom infected red dudes, shield enemies might be used towards players advantage. In the end ,it is a moving shield that to some extent can be controlled right?Quite often I found myself hiding behind them and using their flying shields as a cover from other enemies. Knowing you guys, there will be a ton more possible tactics that we didn’t even think about.

Flying shields are a very early work in progress idea, we thought about changing their material into concrete or not having shields but throwables instead. They do pose a few gameplay performance and design consistency questions though.
If we were, for example, going to change shields into throwable objects how would that impact fps count of MIND CONTROL DELETE? Having so many different objects being spawned at the same time might be taxing on overall game performance.
Also, if an enemy is surrounded by flying throwables, can I grab one and throw it? If not, why?
And so on and so on, this is just on of many paths behind the design process.
Soon you will be able to give those guys a go yourselves.

Take care of you inner kid.
Happy Children day!

Szymon from SUPERHOT team
4 comments Read more

About This Game

"A hallmark of excellence." - Destructoid

"The most innovative shooter I’ve played in years." - Jimquisition

"unlike anything else I've played." - Polygon

"may very well belong in the same set as System Shock and Half-Life” - The Daily Dot


Blurring the lines between cautious strategy and unbridled mayhem, SUPERHOT is the FPS in which time moves only when you move. No regenerating health bars. No conveniently placed ammo drops. It's just you, outnumbered and outgunned, grabbing the weapons of fallen enemies to shoot, slice, and maneuver through a hurricane of slow-motion bullets.

With its unique, stylized graphics SUPERHOT finally adds something new and disruptive to the FPS genre. SUPERHOT’s polished, minimalist visual language helps you concentrate on the most important - on the fluidity of gameplay and cinematic beauty of the fight.

SUPERHOT features:
- Endless Mode - How long can you last against unyielding waves of enemies?
- Challenge Mode - Take on SUPERHOT with your bare hands, no restarts, timed runs, and more.
- Replay Editor - Edit and upload your best runs for all to see on
- Extras - Delve further into SUPERHOT with mini-games, ASCII art, and [redacted].

Thirty months in the making. Thousands of hours put into development and design. From its humble origins in the 7 Day FPS game jam, through a hugely successful Kickstarter campaign to a plethora of awards and nominations from industry experts, SUPERHOT is a labor of love by its independent, dedicated team and thousands of backers from all around the globe.

System Requirements

    • OS: Windows 7
    • Processor: Intel Core2Quad Q6600 2,40 GHz
    • Memory: 4 GB RAM
    • Graphics: GeForce GTX 650 (1024 MB Ram)
    • Storage: 4 GB available space
    • Processor: Intel Core I5-4440 3,10 GHz
    • Memory: 8 GB RAM
    • Graphics: GeForce GTX 660 (2048 MB Ram)
    • Storage: 4 GB available space
Customer reviews
High Volume of Reviews Detected:
Exclude  or  View Only
Review Type

Purchase Type


Date Range
To view reviews within a date range, please click and drag a selection on a graph above or click on a specific bar.

Show graph

Display As:
Review Beta NEW!
When enabled, will sort reviews by new Helpfulness score. Read more about it in the blog post.
Show graph
Hide graph
Review Helpfulness Beta Enabled
There are no more reviews that match the filters set above
Adjust the filters above to see other reviews
Loading reviews...