The following is a weekly devlog for MIND CONTROL DELETE, the Early Access standalone expansion to the original SUPERHOT. Check it out HERE
Hey
GUI of SUPERHOT: MIND CONTROL DELETE has always been a bit of an issue for us. You see, up to this point we have been using GUI based on SUPERHOT and it’s all fine and dandy but those are two slightly different games. MCD is not as linear with playthroughs as SUPERHOT and our GUI should be able to reflect that. Hence the introduction of Pyramid GUI for runs!
Each sector of the pyramid will have to be unlocked with HotCoins. You will not only unlock next runs but Minds and additional bonuses as well. Will it change much? Well yes and no. It will give us a shit ton of possibilities to diversify how you play MCD. Completion of runs will obviously stay the same. You will just have more choices to make along the way.
Some parts of the pyramid might be impossible to unlock straight away unless you grind out enough HotCoins others might need a a bit of exploration of the internet.exe side of MCD.
This will make players progression through the game unique to their own choices. You might go straight through the runs or you might try unlocking a certain parts of the pyramid. You might just be hardcore and try to unlock every single stage in the pyramid. Your choice :)
Why pyramid though? First and foremost it lends itself well design-wise and theme-wise . Additionally it fits nicely within SUPERHOT universe lore. Yep we do have lore. Overall It’s a small change but it will open up possibilities for our future shenanigans in SUPERHOT: MIND CONTROL DELETE.
PS. If've you read my previous DevLog you might be wondering who will get the swag bags.The pictures were pretty vouge so this wasn't easy. Well here are the winners:
god 2.0 Zackamon frostyn
I will contact you all to get your home address and stalk you at night send the package :) .
The following is a weekly devlog for MIND CONTROL DELETE, the Early Access standalone expansion to the original SUPERHOT. Check it out HERE
Hey
GUI of SUPERHOT: MIND CONTROL DELETE has always been a bit of an issue for us. You see, up to this point we have been using GUI based on SUPERHOT and it’s all fine and dandy but those are two slightly different games. MCD is not as linear with playthroughs as SUPERHOT and our GUI should be able to reflect that. Hence the introduction of Pyramid GUI for runs!
Each sector of the pyramid will have to be unlocked with HotCoins. You will not only unlock next runs but Minds and additional bonuses as well. Will it change much? Well yes and no. It will give us a shit ton of possibilities to diversify how you play MCD. Completion of runs will obviously stay the same. You will just have more choices to make along the way.
Some parts of the pyramid might be impossible to unlock straight away unless you grind out enough HotCoins others might need a a bit of exploration of the internet.exe side of MCD.
This will make players progression through the game unique to their own choices. You might go straight through the runs or you might try unlocking a certain parts of the pyramid. You might just be hardcore and try to unlock every single stage in the pyramid. Your choice :)
Why pyramid though? First and foremost it lends itself well design-wise and theme-wise . Additionally it fits nicely within SUPERHOT universe lore. Yep we do have lore. Overall It’s a small change but it will open up possibilities for our future shenanigans in SUPERHOT: MIND CONTROL DELETE.
PS. If've you read my previous DevLog you might be wondering who will get the swag bags.The pictures were pretty vouge so this wasn't easy. Well here are the winners:
god 2.0 Zackamon frostyn
I will contact you all to get your home address and stalk you at night send the package :) .
The following is a weekly devlog for MIND CONTROL DELETE, the Early Access standalone expansion to the original SUPERHOT. Check it out HERE
Heeey
Last week was pretty darn busy for us with SXSW and GDC back to back. Fortunately we have won Gamers Voice Award for SUPERHOT VR and a few days later we received best AR/VR Award during GDC! This was pretty crazy experience. SXSW was especially interesting since we had a possibility to meet and mingle with players at our booth.
I thought that to compensate for the last week’s lack of update I will make this less bloated with text and a bit more visual. During a week of my absence from SUPERHOT studio, guys made some really fun content. Not everything will be available straight away in the upcoming SUPERHOT: MIND CONTROL DELETE update but I had to at least give you peek :) . As the title suggest I obliged myself to give you a glimpse into upcoming levels/content.
What I haven’t done for quite some time is to give you guys a bit of a tease before we have an actual release of content. Please keep in mind that, since it is early access, design might change ten times on a daily basis.
So without further ado:
Can you tell anything from them? What is the main theme of each level? What are those locations? Let us know what you think about them. Oh and first three people to guess the themes of levels will get a swag bag from us ;) . No, seriously just guess the themes of upcoming levels and I will send you a reward.
The following is a weekly devlog for MIND CONTROL DELETE, the Early Access standalone expansion to the original SUPERHOT. Check it out HERE
Heeey
Last week was pretty darn busy for us with SXSW and GDC back to back. Fortunately we have won Gamers Voice Award for SUPERHOT VR and a few days later we received best AR/VR Award during GDC! This was pretty crazy experience. SXSW was especially interesting since we had a possibility to meet and mingle with players at our booth.
I thought that to compensate for the last week’s lack of update I will make this less bloated with text and a bit more visual. During a week of my absence from SUPERHOT studio, guys made some really fun content. Not everything will be available straight away in the upcoming SUPERHOT: MIND CONTROL DELETE update but I had to at least give you peek :) . As the title suggest I obliged myself to give you a glimpse into upcoming levels/content.
What I haven’t done for quite some time is to give you guys a bit of a tease before we have an actual release of content. Please keep in mind that, since it is early access, design might change ten times on a daily basis.
So without further ado:
Can you tell anything from them? What is the main theme of each level? What are those locations? Let us know what you think about them. Oh and first three people to guess the themes of levels will get a swag bag from us ;) . No, seriously just guess the themes of upcoming levels and I will send you a reward.
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!
How about that? Another update! This one really adds a lot of “umpf” to the general gameplay. We made some changes to MINDS so that they differentiate from each other even more. I feel that we are getting closer to that overall vision that we had in the beginning. We are slowly giving the players features and gameplay mechanics that we wanted. It’s still a long way ahead but this update should hopefully give you glimpse into the future of SUPERHOT: MIND CONTROL DELETE ;)
Let’s get right to it shall we?
Gameplay:
EXPAND MENU
Due to clarity reasons we did some tweaking of the overall look. As you might noticed EXPAND menu gained several different MODs for each of our MINDS. Therefore you can create custom builds for your runs. They really change the feel of the game and give a ton of new satisfying solutions. Another obvious thing that you will notice is the fact that we replaced score with HC (Hot Coins). You will acquire them by completing levels and decrypting new runs. In the future we plan to add several new ways of amassing HotCoin wealth but for the time being we need to tackle how the general economy works. HC will be used to unlock new MODs for your MINDS. Once unlocked it will give you an option to chose another, more advanced MOD. We removed Full Heal MOD but from now players will autoheal 1 heart once they reach the store.
NINJA
Oh me likey Ninja. After this update I enjoy it even more. Ninja starts the game with 2 hearts and can't increase their number. Also from the beginning of the game Ninja will use Soft Punches and Lousy shooter MODs. Which basically means that it will take one more punch for Ninja to finish a guy and his reload time is a bit longer as well. All that is not important really. What is important is the new Deflect Bullets MOD. No one button nonsense. It’s skill based. It’s timing based. It’s sexy. It’s satisfying as hell and you will die a lot while trying it. Fun!
All the Ninja MODS are as follows:
Faster Movement (Uhm you move faster)
Deflect bullets (Slice bullets to send them back at the enemy.)
Piercing katana (Thrown Katana goes through multiple enemies)
Master Swordsman (Increased range and speed of katana slashes)
Recall shuriken (Recall your piercing throwables just like a katana)
Bouncy shuriken (Piercing throwables bounce off enemies)
Hidden shuriken (Pressing “throw” when unarmed spawns a shuriken)
ADDICT
Addict now starts with Soft Hotswitch instead of Hotswitch MOD. That means that enemies will only get stunned after your Hotswitch. Addict starts with 3 hearts and can't increase their number. Even though I still have a soft spot for Ninja those MODs really made me smile. Addict will have three levels of hotswitch now. THREE! Dude, just reach Ultra Hotswitch! No question asked.
MODS for Addict:
Start with pistol (Start every level with a pistol)
Start with shotgun (Start every level with a shotgun)
Start with rifle (Start every level with a rifle)
Strong punches (Break the enemy with one less strike)
Strong Throws ( It take less throwables to break enemies)
Slomo jump (Jump in slow motion by holding space)
Hotswitch ( Disposed body breaks after Hotswitch)
Perfect Hotswitch (Switched body doesn’t lose his weapon)
Ultra Hotswitch (You can hotswitch multiple times in a row)
MUSHROOMS
Oh and boy oh boy we have Mushrooms as well! You know that type of red mushrooms that grow on the wall and explode with a glorious cloud of bullets whenever you get to close or shoot them? They also make this creepy sound to let you know about their location? Spawn on levels on higher difficulties? No? Ok so read up about them over HERE .
Bugfixes
Minor fixes for existing bugs.
Potentially a ton of new bugs ;)
Keep cool and call your mum sometimes. Szymon From SUPERHOT Team
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!
How about that? Another update! This one really adds a lot of “umpf” to the general gameplay. We made some changes to MINDS so that they differentiate from each other even more. I feel that we are getting closer to that overall vision that we had in the beginning. We are slowly giving the players features and gameplay mechanics that we wanted. It’s still a long way ahead but this update should hopefully give you glimpse into the future of SUPERHOT: MIND CONTROL DELETE ;)
Let’s get right to it shall we?
Gameplay:
EXPAND MENU
Due to clarity reasons we did some tweaking of the overall look. As you might noticed EXPAND menu gained several different MODs for each of our MINDS. Therefore you can create custom builds for your runs. They really change the feel of the game and give a ton of new satisfying solutions. Another obvious thing that you will notice is the fact that we replaced score with HC (Hot Coins). You will acquire them by completing levels and decrypting new runs. In the future we plan to add several new ways of amassing HotCoin wealth but for the time being we need to tackle how the general economy works. HC will be used to unlock new MODs for your MINDS. Once unlocked it will give you an option to chose another, more advanced MOD. We removed Full Heal MOD but from now players will autoheal 1 heart once they reach the store.
NINJA
Oh me likey Ninja. After this update I enjoy it even more. Ninja starts the game with 2 hearts and can't increase their number. Also from the beginning of the game Ninja will use Soft Punches and Lousy shooter MODs. Which basically means that it will take one more punch for Ninja to finish a guy and his reload time is a bit longer as well. All that is not important really. What is important is the new Deflect Bullets MOD. No one button nonsense. It’s skill based. It’s timing based. It’s sexy. It’s satisfying as hell and you will die a lot while trying it. Fun!
All the Ninja MODS are as follows:
Faster Movement (Uhm you move faster)
Deflect bullets (Slice bullets to send them back at the enemy.)
Piercing katana (Thrown Katana goes through multiple enemies)
Master Swordsman (Increased range and speed of katana slashes)
Recall shuriken (Recall your piercing throwables just like a katana)
Bouncy shuriken (Piercing throwables bounce off enemies)
Hidden shuriken (Pressing “throw” when unarmed spawns a shuriken)
ADDICT
Addict now starts with Soft Hotswitch instead of Hotswitch MOD. That means that enemies will only get stunned after your Hotswitch. Addict starts with 3 hearts and can't increase their number. Even though I still have a soft spot for Ninja those MODs really made me smile. Addict will have three levels of hotswitch now. THREE! Dude, just reach Ultra Hotswitch! No question asked.
MODS for Addict:
Start with pistol (Start every level with a pistol)
Start with shotgun (Start every level with a shotgun)
Start with rifle (Start every level with a rifle)
Strong punches (Break the enemy with one less strike)
Strong Throws ( It take less throwables to break enemies)
Slomo jump (Jump in slow motion by holding space)
Hotswitch ( Disposed body breaks after Hotswitch)
Perfect Hotswitch (Switched body doesn’t lose his weapon)
Ultra Hotswitch (You can hotswitch multiple times in a row)
MUSHROOMS
Oh and boy oh boy we have Mushrooms as well! You know that type of red mushrooms that grow on the wall and explode with a glorious cloud of bullets whenever you get to close or shoot them? They also make this creepy sound to let you know about their location? Spawn on levels on higher difficulties? No? Ok so read up about them over HERE .
Bugfixes
Minor fixes for existing bugs.
Potentially a ton of new bugs ;)
Keep cool and call your mum sometimes. Szymon From SUPERHOT Team
The following is a weekly devlog for MIND CONTROL DELETE, the Early Access standalone expansion to the original SUPERHOT. Check it out HERE
"Modification of form is admitted to be a matter of time." Alfred Russel Wallace
Hey
So this will be a mixture of topics because there is a few things I want you guys to be up to date with.
SUPERHOT is 2 years old!
First and foremost SUPERHOT has been released over 2 years ago! Damn time flies(enter a time joke here).You can watch how the game changed throughout the years of development on our Anniversary stream over HERE. That was a very sweet trip down the memory lane and, personally some stuff where a first see for me as well. Thanks for being with us all this time.
Dude where is my story update?
I know that a lot of you await story updates and worry what the heck happened with them. They are coming. We haven’t resigned from separate story updates but we had to leave the crazy two per month schedule thing since it was taking a toll on the quality of the content. Our story dev team iterated like crazy but not every single change was visible on the surface (like the behaviour tree a bit more about it over here). We want the Story Updates to be a wee more beefy so from now on we will release them on a less regular schedule. Next story update should arrive later March.
Soo what about next gameplay update?
Oh we plan to drop it on ya’ll on 8th of March. There will be a bunch of updates to the “core” SUPERHOT: MIND CONTROL DELETE gameplay. One of those will be an update to the in-game shop. Finally, right?Choice in our mod store has been scarce to say the least ;) . We needed to give a bit more options to the hands of the players as soon as possible. So before adding new mind it only made sense to actually give people more options in the shop Therefore upcoming unlockable mods in the store will be focused around two current minds Addict and Ninja. Available purchase will revolve around current skills and themes of Minds and expand them to add a bit more depth to the gameplay.
So let’s do a short run through what’s in store (hah I made myself smirk).
Preview of upcoming mods in MCD store.
Addict Mods:
Start with (weapon) -A set of mods that allow player to start with specific weapon (pistol, shotgun, rifle, katana etc)
Strong punches -Punches deal one more point of damage (Basically it will take two punches to get job done instead of three).
Ultra Hotswitch -After performing a hotswitch you have X seconds until the cooldown kicks in. During that time you can keep hotswitching as many times as you want. The cooldown is longer than in normal hotswitch.
Ninja Mods:
Piercing katana -Thrown katana can go through multiple enemies.
Master Swordsman -Higher range and lower cooldown on melee katana attack
Shuriken recall -Can summon not only his katana but also any other “sticky” throwable. Just press “E” while targeting a throwable.
That’s it folks. I will give you a full run through mods and all remaining goodness next week after we release the update.
Stay healthy, sleep at least 8 hours. Szymon from SUPERHOT team
The following is a weekly devlog for MIND CONTROL DELETE, the Early Access standalone expansion to the original SUPERHOT. Check it out HERE
"Modification of form is admitted to be a matter of time." Alfred Russel Wallace
Hey
So this will be a mixture of topics because there is a few things I want you guys to be up to date with.
SUPERHOT is 2 years old!
First and foremost SUPERHOT has been released over 2 years ago! Damn time flies(enter a time joke here).You can watch how the game changed throughout the years of development on our Anniversary stream over HERE. That was a very sweet trip down the memory lane and, personally some stuff where a first see for me as well. Thanks for being with us all this time.
Dude where is my story update?
I know that a lot of you await story updates and worry what the heck happened with them. They are coming. We haven’t resigned from separate story updates but we had to leave the crazy two per month schedule thing since it was taking a toll on the quality of the content. Our story dev team iterated like crazy but not every single change was visible on the surface (like the behaviour tree a bit more about it over here). We want the Story Updates to be a wee more beefy so from now on we will release them on a less regular schedule. Next story update should arrive later March.
Soo what about next gameplay update?
Oh we plan to drop it on ya’ll on 8th of March. There will be a bunch of updates to the “core” SUPERHOT: MIND CONTROL DELETE gameplay. One of those will be an update to the in-game shop. Finally, right?Choice in our mod store has been scarce to say the least ;) . We needed to give a bit more options to the hands of the players as soon as possible. So before adding new mind it only made sense to actually give people more options in the shop Therefore upcoming unlockable mods in the store will be focused around two current minds Addict and Ninja. Available purchase will revolve around current skills and themes of Minds and expand them to add a bit more depth to the gameplay.
So let’s do a short run through what’s in store (hah I made myself smirk).
Preview of upcoming mods in MCD store.
Addict Mods:
Start with (weapon) -A set of mods that allow player to start with specific weapon (pistol, shotgun, rifle, katana etc)
Strong punches -Punches deal one more point of damage (Basically it will take two punches to get job done instead of three).
Ultra Hotswitch -After performing a hotswitch you have X seconds until the cooldown kicks in. During that time you can keep hotswitching as many times as you want. The cooldown is longer than in normal hotswitch.
Ninja Mods:
Piercing katana -Thrown katana can go through multiple enemies.
Master Swordsman -Higher range and lower cooldown on melee katana attack
Shuriken recall -Can summon not only his katana but also any other “sticky” throwable. Just press “E” while targeting a throwable.
That’s it folks. I will give you a full run through mods and all remaining goodness next week after we release the update.
Stay healthy, sleep at least 8 hours. Szymon from SUPERHOT team
The following is a weekly devlog for MIND CONTROL DELETE, the Early Access standalone expansion to the original SUPERHOT. Check it out HERE
“The only evil that associates itself with mushrooms is taking too little.” Terence McKenna
Mushrooms are truly special beings. They thrive on dead matter and can’t really be considered a plant due to the lack of chlorophyll. They are in the kingdom of their own. Weird and powerful.
Spore.
Here in SUPERHOT studio our minds tend to wander. We let it go so that ideas can come.That’s how you make magic. You let it happen. One day Panos, our hot-headed level designer, came crashing down the studio with this unhealthy glow on his face. “Shrooms!” He yelled. “Mushrooms are the environmental Hazard!” We could still hear his voice long after he locked himself in his room. Two days passed. No one knew whether Panos sleeps in the studio or starts work really early. You could only hear his roaring voice coming from his room. Well, at least we knew he is alive. On a third day he came back. A bit thinner, hair resembling a forest after a storm, with a smirk cutting across his pale face. “Thi-this! Play this, Szymon, ask nothing!” Said Panos with an order in his stare. So I did. Mushrooms have arrived.
Mycelium.
Those were the early days of a very early prototype of exploding “mushrooms”. Once shot at or triggered with a throwable they responded with a burst of bullets, killing everything in radius. Simply "beautiful destruction" (I borrowed that term from Cub Swanson, he deserves your googling) with a puzzlish twist.
"Hmm should I shoot that thing on the wall?"
"Oooh Snap!"
While creating so many game object bullets might be dreadful for our fps count it opened up so many tactical opportunities for players that we simply didn’t care. We had to implement it in MIND CONTROL DELETE as soon as possible.
Andrzej, one of our programmers jumped on this task with a fury and dedication. We are still testing it and working on optimization but if everything will go according to plan you should be able to test our shrooms in the next update ;)
Mature mushroom.
Andrzej is currently adding some randomization element to them. So they might fit more into our glitched feel of MCD. We want our shrooms to spawn in various spots and have also different spread of their deadly spores.
MIND CONTROL DELETE mushroom in it's natural environment.
While it brings an undeniable joy to shoot multiple red dudes with one glitch mushroom ,they also bring a bit of stress to the table.You see,not only the player is entitled to use them, enemies can trigger them as well. Now when you play MCD you have to plan your next moves not only according to enemy placement but also those damn shrooms.
Hopefully soon you will be able to have a go at them yourself.
Stay healthy and exercise daily. Szymon from SUPERHOT Team
The following is a weekly devlog for MIND CONTROL DELETE, the Early Access standalone expansion to the original SUPERHOT. Check it out HERE
“The only evil that associates itself with mushrooms is taking too little.” Terence McKenna
Mushrooms are truly special beings. They thrive on dead matter and can’t really be considered a plant due to the lack of chlorophyll. They are in the kingdom of their own. Weird and powerful.
Spore.
Here in SUPERHOT studio our minds tend to wander. We let it go so that ideas can come.That’s how you make magic. You let it happen. One day Panos, our hot-headed level designer, came crashing down the studio with this unhealthy glow on his face. “Shrooms!” He yelled. “Mushrooms are the environmental Hazard!” We could still hear his voice long after he locked himself in his room. Two days passed. No one knew whether Panos sleeps in the studio or starts work really early. You could only hear his roaring voice coming from his room. Well, at least we knew he is alive. On a third day he came back. A bit thinner, hair resembling a forest after a storm, with a smirk cutting across his pale face. “Thi-this! Play this, Szymon, ask nothing!” Said Panos with an order in his stare. So I did. Mushrooms have arrived.
Mycelium.
Those were the early days of a very early prototype of exploding “mushrooms”. Once shot at or triggered with a throwable they responded with a burst of bullets, killing everything in radius. Simply "beautiful destruction" (I borrowed that term from Cub Swanson, he deserves your googling) with a puzzlish twist.
"Hmm should I shoot that thing on the wall?"
"Oooh Snap!"
While creating so many game object bullets might be dreadful for our fps count it opened up so many tactical opportunities for players that we simply didn’t care. We had to implement it in MIND CONTROL DELETE as soon as possible.
Andrzej, one of our programmers jumped on this task with a fury and dedication. We are still testing it and working on optimization but if everything will go according to plan you should be able to test our shrooms in the next update ;)
Mature mushroom.
Andrzej is currently adding some randomization element to them. So they might fit more into our glitched feel of MCD. We want our shrooms to spawn in various spots and have also different spread of their deadly spores.
MIND CONTROL DELETE mushroom in it's natural environment.
While it brings an undeniable joy to shoot multiple red dudes with one glitch mushroom ,they also bring a bit of stress to the table.You see,not only the player is entitled to use them, enemies can trigger them as well. Now when you play MCD you have to plan your next moves not only according to enemy placement but also those damn shrooms.
Hopefully soon you will be able to have a go at them yourself.
Stay healthy and exercise daily. Szymon from SUPERHOT Team