So we saw some doubts and questions floating around the interwebs regarding SUPERHOT VR. The discussion got a bit heated pretty quickly, so rather than answering every question in a shouting match with the collective hive mind of the Internet, we thought - why not just dedicate this weeks dev log to VR? We're putting off a piece about updates and DLCs, and we're opening up about where we are, how we got here and where the hell are we going with this whole VR thing.
Hope it helps clear up some of the confusion and emotions floating around after our VR reveal. Let us know here and on reddit! :)
Cheers and have a SUPERHOT weekend! Szymon from SUPERHOT Team
EDIT (June 26 - Tom): So our analytics tell us that there are more people leaving comments here and on reddit than ever even clicked on the link with our take on the situation. As much as we'd rather have everyone read up on the entirety of our story, we thought it'd be neat to also just summarize a few key points here. It'll hopefully provide a bite-sized overview of our perspective on that whole ongoing VR-gate debacle.
To SUPERHOT VR facts in bullet point form then!
SUPERHOT VR will eventually be available for all VR headsets (at least the ones with hand-tracking controllers).
SUPERHOT VR has little to do with the regular SUPERHOT that's on Steam right now. We were on the forefront of VR for years and one thing we found is that designing good games for VR is pretty damn hard. It's a whole different story than designing games for PC. As such, we made the decision to design SUPERHOT VR entirely from scratch[/b]. It'll be a new standalone, high-quality title, not a mode added as an afterthought to the regular game.
We've been working with the guys at Oculus for years already. SUPERHOT's Kickstarter campaign from way back 3 years ago has been supported and boosted through the roof by our involvment Oculus, the poster child of VR revolution back then. We've worked with them, doing R&D in VR and figuring out the best approach to a VR version of SUPERHOT ever since. When we decided we needed to design SUPERHOT VR as a standalone game, we reached out to them and figured out a way to use their resources and knowhow to bring SUPERHOT VR to life, eventually reaching every platform.
We have a good understanding of the risks associated with exclusives in VR and the arguments people are flinging in our current favorite flamewar of choice. Permantent exclusives would run a risk of fracturing our budding VR market and making it less attractive to mainstream players. Important to note though, SUPERHOT and every single one of the other third-party titles supported by Oculus are timed exclusives. We're looking at a bunch of new, high-budget, well executed titles that will end up enriching all VR platforms across the board, even if some players need to exercise a bit of patience and wait for those games for a wee bit longer. The economies of being an indie studio mean that those titles would never even happen at this level of scale and execution if not for the support provided by Oculus.
As much as I personally sympathize and apploud all the folks who pressure platform providers, voicing their concern over the risk of fracture in the VR market, our first responsibility as a gamedev studio is to deliver great games. If some of our fans and players need to wait a short while longer for SUPERHOT VR to hit their platform of choice, in my book it still trumps not being able to develop SUPERHOT VR at all. We never compromise on game design quality. We now have the resources that SUPERHOT VR deserves to be the best damn game we can build. It will be available for all of our fans and backers on all platforms eventually. That's a win in my book.
I'm not expecting this short update to stop the ongoing barrage of VR-gate related comments and reviews. We'll keep on trying to at least have our own perspective voiced. Hopefully, everyone will have a chance of building their own unbiased opinion on our decisions without being drowned out. Hope this helps clear things up a bit. :)
So we saw some doubts and questions floating around the interwebs regarding SUPERHOT VR. The discussion got a bit heated pretty quickly, so rather than answering every question in a shouting match with the collective hive mind of the Internet, we thought - why not just dedicate this weeks dev log to VR? We're putting off a piece about updates and DLCs, and we're opening up about where we are, how we got here and where the hell are we going with this whole VR thing.
Hope it helps clear up some of the confusion and emotions floating around after our VR reveal. Let us know here and on reddit! :)
Cheers and have a SUPERHOT weekend! Szymon from SUPERHOT Team
EDIT (June 26 - Tom): So our analytics tell us that there are more people leaving comments here and on reddit than ever even clicked on the link with our take on the situation. As much as we'd rather have everyone read up on the entirety of our story, we thought it'd be neat to also just summarize a few key points here. It'll hopefully provide a bite-sized overview of our perspective on that whole ongoing VR-gate debacle.
To SUPERHOT VR facts in bullet point form then!
SUPERHOT VR will eventually be available for all VR headsets (at least the ones with hand-tracking controllers).
SUPERHOT VR has little to do with the regular SUPERHOT that's on Steam right now. We were on the forefront of VR for years and one thing we found is that designing good games for VR is pretty damn hard. It's a whole different story than designing games for PC. As such, we made the decision to design SUPERHOT VR entirely from scratch[/b]. It'll be a new standalone, high-quality title, not a mode added as an afterthought to the regular game.
We've been working with the guys at Oculus for years already. SUPERHOT's Kickstarter campaign from way back 3 years ago has been supported and boosted through the roof by our involvment Oculus, the poster child of VR revolution back then. We've worked with them, doing R&D in VR and figuring out the best approach to a VR version of SUPERHOT ever since. When we decided we needed to design SUPERHOT VR as a standalone game, we reached out to them and figured out a way to use their resources and knowhow to bring SUPERHOT VR to life, eventually reaching every platform.
We have a good understanding of the risks associated with exclusives in VR and the arguments people are flinging in our current favorite flamewar of choice. Permantent exclusives would run a risk of fracturing our budding VR market and making it less attractive to mainstream players. Important to note though, SUPERHOT and every single one of the other third-party titles supported by Oculus are timed exclusives. We're looking at a bunch of new, high-budget, well executed titles that will end up enriching all VR platforms across the board, even if some players need to exercise a bit of patience and wait for those games for a wee bit longer. The economies of being an indie studio mean that those titles would never even happen at this level of scale and execution if not for the support provided by Oculus.
As much as I personally sympathize and apploud all the folks who pressure platform providers, voicing their concern over the risk of fracture in the VR market, our first responsibility as a gamedev studio is to deliver great games. If some of our fans and players need to wait a short while longer for SUPERHOT VR to hit their platform of choice, in my book it still trumps not being able to develop SUPERHOT VR at all. We never compromise on game design quality. We now have the resources that SUPERHOT VR deserves to be the best damn game we can build. It will be available for all of our fans and backers on all platforms eventually. That's a win in my book.
I'm not expecting this short update to stop the ongoing barrage of VR-gate related comments and reviews. We'll keep on trying to at least have our own perspective voiced. Hopefully, everyone will have a chance of building their own unbiased opinion on our decisions without being drowned out. Hope this helps clear things up a bit. :)
Lose track of what’s real. Commit yourself, body and mind. Confront the evocative, elegantly brutal world of SUPERHOT VR. Enemies pouring into the room from all sides, a dozen bullets coursing through the air.... wait. Something is different here....
SUPERHOT VR is a title reimagined and redesigned from the ground up for VR and hand tracking controllers. The fruit of over three years of super close cooperation between SUPERHOT and Oculus, SUPERHOT VR is premiering with Oculus Touch later this year.
Part strategy, part shooter, and undeniably stylish, SUPERHOT is the bestselling independent FPS in which time moves only when you move. Having released the full version of the Kickstarted indie hit on PC and Xbox One, the SUPERHOT Team is now working double time on expanding the SUPERHOT universe with more content, game modes, and crazy experimental titles.
https://superhotgame.com/ BODIES ARE DISPOSABLE MIND IS SOFTWARE BODIES ARE DISPOSABLE MIND IS SOFTWARE
Also, read up on details and how SUPERHOT VR came to be here!
Lose track of what’s real. Commit yourself, body and mind. Confront the evocative, elegantly brutal world of SUPERHOT VR. Enemies pouring into the room from all sides, a dozen bullets coursing through the air.... wait. Something is different here....
SUPERHOT VR is a title reimagined and redesigned from the ground up for VR and hand tracking controllers. The fruit of over three years of super close cooperation between SUPERHOT and Oculus, SUPERHOT VR is premiering with Oculus Touch later this year.
Part strategy, part shooter, and undeniably stylish, SUPERHOT is the bestselling independent FPS in which time moves only when you move. Having released the full version of the Kickstarted indie hit on PC and Xbox One, the SUPERHOT Team is now working double time on expanding the SUPERHOT universe with more content, game modes, and crazy experimental titles.
https://superhotgame.com/ BODIES ARE DISPOSABLE MIND IS SOFTWARE BODIES ARE DISPOSABLE MIND IS SOFTWARE
Also, read up on details and how SUPERHOT VR came to be here!
SUPERHOT goes multilingual today! For those of you who've been waiting to play in your own language, the newest patch translates the story of SUPERHOT into 9 new languages.
SUPERHOT is now playable in:
English
French
Italian
German
Spanish
Czech
Polish
Brazilian Portuguese
Russian
Hungarian
It took heaps upon heaps of hard work but the language patch is finally here!
We're shipping the update for Windows today, to be followed by updates for Mac and Linux next week (along with some inevitable tweaks for the translations themselves).
As always - if you find stuff that looks weird in your native language, please let us know at ifoundabug@superhotgame.com.
Cheers and have a SUPERHOT weekend! Adrian, SUPERHOT Team
SUPERHOT goes multilingual today! For those of you who've been waiting to play in your own language, the newest patch translates the story of SUPERHOT into 9 new languages.
SUPERHOT is now playable in:
English
French
Italian
German
Spanish
Czech
Polish
Brazilian Portuguese
Russian
Hungarian
It took heaps upon heaps of hard work but the language patch is finally here!
We're shipping the update for Windows today, to be followed by updates for Mac and Linux next week (along with some inevitable tweaks for the translations themselves).
As always - if you find stuff that looks weird in your native language, please let us know at ifoundabug@superhotgame.com.
Cheers and have a SUPERHOT weekend! Adrian, SUPERHOT Team
We have just returned from GDC and SXSW. Thank you to everyone that voted for us for SXSW Gamers Voice Single Player Game! It was great opportunity to meet and talk with you guys. Apparently it’s sometimes worthwhile to get out of our game developers cave ;) . Good times, fun times.
But let’s get straight to the topic of this update.
We prepared new patch for you guys that will hopefully fix remaining issues that you might have with SUPERHOT. One of recurring issues was the game performance on lower end specs. We added the option to lock physics update frequency to 60 per second. It improves gameplay fluidity on certain hardware configurations but can introduce unexpected behaviour, this is why it’s disabled by default but if you have any game speed issues try turning it on!
Here is the summary of fixes included in this patch:
added option to lock physics framerate to 60fps (improves gameplay fluency on some machines)
fixed collision issues on 'Bridge', 'Train' and 'Serv' levels
rebaked lighting on certain levels to get rid of green spots
proper saving of challenge progress
small challenges flow bugfixes
fixed crosshair staying on screen after running 'diy.exe'
If you will still have some problems with SUPERHOT please contact us at ifoundabug@superhotgame.com We want everyone to be able to shoot the red guys without any interruptions :)
We love you, you're awesome. Adrian, SUPERHOT Team
We have just returned from GDC and SXSW. Thank you to everyone that voted for us for SXSW Gamers Voice Single Player Game! It was great opportunity to meet and talk with you guys. Apparently it’s sometimes worthwhile to get out of our game developers cave ;) . Good times, fun times.
But let’s get straight to the topic of this update.
We prepared new patch for you guys that will hopefully fix remaining issues that you might have with SUPERHOT. One of recurring issues was the game performance on lower end specs. We added the option to lock physics update frequency to 60 per second. It improves gameplay fluidity on certain hardware configurations but can introduce unexpected behaviour, this is why it’s disabled by default but if you have any game speed issues try turning it on!
Here is the summary of fixes included in this patch:
added option to lock physics framerate to 60fps (improves gameplay fluency on some machines)
fixed collision issues on 'Bridge', 'Train' and 'Serv' levels
rebaked lighting on certain levels to get rid of green spots
proper saving of challenge progress
small challenges flow bugfixes
fixed crosshair staying on screen after running 'diy.exe'
If you will still have some problems with SUPERHOT please contact us at ifoundabug@superhotgame.com We want everyone to be able to shoot the red guys without any interruptions :)
We love you, you're awesome. Adrian, SUPERHOT Team
In response to popular demand, after many a sleepless night and much deliberation in our art department, we are pleased to announce that you're now able to collect and trade SUPERHOT Steam memorabilia! Oh happy days!
Stay tuned for more cool stuff over the coming weeks!
In response to popular demand, after many a sleepless night and much deliberation in our art department, we are pleased to announce that you're now able to collect and trade SUPERHOT Steam memorabilia! Oh happy days!
Stay tuned for more cool stuff over the coming weeks!