SUPERHOT: MIND CONTROL DELETE - SzymonSuperhot
“Fear does not exist in this dojo, does it?
No, Sensei!
Pain does not exist in this dojo, does it?
No, Sensei!
Defeat does not exist in this dojo, does it?
No, Sensei!”


Karate kid


The ever evolving aspect of early access will never bore me. The fact that we can constantly reshape SUPERHOT: MIND CONTROL DELETE is really freeing. Obviously we will have to stop one day but it is amazing to see how the game changes and how peeps interact with it.

We redesigned the UI of runs and now we are trying to explore it a bit more. We felt that Ninja and Addict Minds seriously lacked a proper introduction. Up to this point players unlocked the Minds without any possibility for learning their skills and playstyle. Also in SUPERHOT we had a whole opening stages for teaching the player about jumping or hotswitching. It made sense to follow our previous design decisions. Therefore we designed a series of levels that will give a brief run through the way a given Mind works.



For obvious reasons I decided to give you a peek into a level dedicated for Ninja first ;)
Our 3d artist Tomasz managed to pulled off a level that looks nice and clear while at the same time presents the theme in a playful and creative manner.



We didn’t want to just go for the dojo-style level. We wanted to keep the theme but sprinkle it with our “glitch in the system” seasoning. SUPERHOT’s universe is a computer generated world, an artificial simulation of life(life is also a simulation, nothing is real). It is a computer generated world with an obvious flaw. The level needed to resemble this idea. You will be able to notice it in slowly floating rooftops or doors gliding above your head. Whole level gives you this glitchy feeling that we love. A sweet piece of level design within a limited visual language.



Obviously you might never notice any of that stuff since you will be too busy slashing fools into oblivion of nothingness. Ain’t nothing wrong with that. We understand.


Trust no one. The System will set you free.
Szymon from SUPERHOT Team

SUPERHOT: MIND CONTROL DELETE - SzymonSuperhot


Hey there!

Today's update will add content that we plan to build upon in the future. Yeah, it will “lay the foundations” for future iterations. Hence the cheezy name, forgive me for that ;). We updated various corners of SUPERHOT: MIND CONTROL DELETE, traveled far into the system all for the bettering of your experience.
So let’s take a peek at what did we prepare for ya’ll this time:


UI

Pyramid pop up menu.

We came up with an entirely new menu system.
It will lay groundwork for making the progression clearer and more meaningful. Your run through the game will be far more unique due to your 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.

More details about new pyramid menu over here

Levels

Glitch Barriers

It’s a system that makes geometry suddenly pop out in the middle of a level.
The further you go into the game the more glitched barriers will appear. Levels that you thought you knew will change along with your progression in MCD. This is also an intro to our concept of “glitch in the system”. We are still doing some heavy iterating on this so both how they look and how we use them might change.

A bit more on the Glitchy Goodness here.


Mushrooms

We decreased number of mushrooms on higher difficulties. Personally, me love me some shrooms but we noticed people complain about them spawning like crazy so we listened and complied. Here to serve.

MINDS

We did some minor gameplay optimalisation for all minds:
  • All MINDs move 10% faster.
  • MINDs bounce off enemies when jumping on them.
Ninja

I am a shameless Ninja main so all the tweaks for this mind always make me happy. There has been some minor movement of skills in mods menu for general gameplay sake. But important change comes with the addition (or tweak actually) of TrickThrow, previously BouncyShuriken. It will make easier catching thrown projectiles and on top of that it will unlock piercing enemies on all knife throwables . After current update you will be able to pull off some spectacular and ridiculous combos.


Exact Ninja changes :
  • Moved Faster Movement MOD to different category.
  • HiddenShuriken moved to tier 1 (from tier 3)
  • Recall shuriken moved to tier 2.
  • Changed BouncyShuriken to TrickThrow.
  • Moved TrickThrow to tier 3.
  • TrickThrow makes all shuriken-like throwables bounce back toward the
    player after hitting an enemy.
  • TrickThrow makes all knife-like throwables pierce through enemies.
  • Added DeathStomp MOD as tier 2 MOD.
  • Cutting bullets is easier even without deflect bullets MOD.

Enemies
Again, you made some valid and reasonable comments regarding enemies so we tried to deliver. Someone made a good point about concrete guys not feeling as “concrete”. We try to make them feel different by changing how certain actions work on them. One of those experiments led to changes in throwables. From now on they will stick to them instead of killing.
Another change comes to Red Dudes (or Agents as some of you pointed out) with katanas. Up to this point they weren’t really creating much danger. As Czarek once called them, they were “Katana delivery” rather than an actual threat.
So we gave those poor guys an option to cut off your hands if you try to attack them unarmed.
They even wave you goodbye :)



P.S.
A lot of you pointed out at the lack of story updates (who knew, people actually care about story, damn). We had to steal all the guys responsible for Story Updates to fill up the ranks for Mechanical Updates.At the moment we are looking for new peeps to help out with shaping the content of MCD plot.
tl;dr Story updates are suspended until we refill our story driven ranks.

That's it. Go test this update out and let us know what you think.


Hug people. All of them.
Szymon from SUPERHOT Team
SUPERHOT: MIND CONTROL DELETE - SzymonSuperhot
"A déjà vu is usually a glitch in the Matrix.
It happens when they change something."

Trinity


Hey you.

Next week we are dropping another update so I’ll try to keep this DevLog short and spoiler free ;) .

In SUPERHOT: MIND CONTROL DELETE we are aiming at that growing sense of “error in the system”. That something went wrong. Something breaks down and is out of place. This might be anything from a car stuck in the wall to an abrupt dead end in a level.

Up to this moment those hints of “cracks in the system “ were mostly visual. So if the player wasn’t paying much attention to his surroundings (which is completely understandable if red, crystal guys are shooting at you) he might miss some of those hints and system easter eggs. Nothing wrong with that but we realised that we might try achieving the same increasingly glitchy feeling with a bit of meddling into gameplay itself.

We did some experimenting with different elements of gameplay and came up with few cool concepts.
One of those experiments led us to glitch barriers (don’t quote me on the name though).


"Was that here before?"


"A wall in the end of stairs...very useful"

Think of them as a border or a plane that suddenly pops out in the middle of a level.
The further you go into the game the more glitched barriers will appear. Levels that you thought you knew will change along with your progression in MCD. This will influence how you play the game since it screws around with what you are accustomed to.


"What??"

We all have our habits and patterns that we create unconsciously. Glitch barriers will be one of a few ways to break those, making SUPERHOT: MIND CONTROL DELETE a bit less predictable and therefore more exciting.
How they look and are setup on the level might change a lot so please don’t get used to them too much. Treat them as a prototype for now.
There is still more stuff we experiment with but let’s leave something for the next DevLogs.


Exercise daily.
Szymon from SUPERHOT Team








SUPERHOT: MIND CONTROL DELETE - SzymonSuperhot
"A déjà vu is usually a glitch in the Matrix.
It happens when they change something."

Trinity


Hey you.

Next week we are dropping another update so I’ll try to keep this DevLog short and spoiler free ;) .

In SUPERHOT: MIND CONTROL DELETE we are aiming at that growing sense of “error in the system”. That something went wrong. Something breaks down and is out of place. This might be anything from a car stuck in the wall to an abrupt dead end in a level.

Up to this moment those hints of “cracks in the system “ were mostly visual. So if the player wasn’t paying much attention to his surroundings (which is completely understandable if red, crystal guys are shooting at you) he might miss some of those hints and system easter eggs. Nothing wrong with that but we realised that we might try achieving the same increasingly glitchy feeling with a bit of meddling into gameplay itself.

We did some experimenting with different elements of gameplay and came up with few cool concepts.
One of those experiments led us to glitch barriers (don’t quote me on the name though).


"Was that here before?"


"A wall in the end of stairs...very useful"

Think of them as a border or a plane that suddenly pops out in the middle of a level.
The further you go into the game the more glitched barriers will appear. Levels that you thought you knew will change along with your progression in MCD. This will influence how you play the game since it screws around with what you are accustomed to.


"What??"

We all have our habits and patterns that we create unconsciously. Glitch barriers will be one of a few ways to break those, making SUPERHOT: MIND CONTROL DELETE a bit less predictable and therefore more exciting.
How they look and are setup on the level might change a lot so please don’t get used to them too much. Treat them as a prototype for now.
There is still more stuff we experiment with but let’s leave something for the next DevLogs.


Exercise daily.
Szymon from SUPERHOT Team








SUPERHOT: MIND CONTROL DELETE - SzymonSuperhot
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:

fergus8quin
Aliencore
JustAnotherAnon


Since I made up the rules I can break them, I will give bonus awards for going DEEP with the analysis for:

the_arioch
and
Cú Cuinn


I will contact you all to get your home address and stalk you at night send the package :) .

Brush your teeth daily.
Szymon from SUPERHOT Team


SUPERHOT: MIND CONTROL DELETE - SzymonSuperhot
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:

fergus8quin
Aliencore
JustAnotherAnon


Since I made up the rules I can break them, I will give bonus awards for going DEEP with the analysis for:

the_arioch
and
Cú Cuinn


I will contact you all to get your home address and stalk you at night send the package :) .

Brush your teeth daily.
Szymon from SUPERHOT Team


SUPERHOT: MIND CONTROL DELETE - SzymonSuperhot
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.

Back to work
Szymon from SUPERHOT Team
SUPERHOT: MIND CONTROL DELETE - SzymonSuperhot
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.

Back to work
Szymon from SUPERHOT Team
SUPERHOT: MIND CONTROL DELETE - SzymonSuperhot


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
SUPERHOT: MIND CONTROL DELETE - SzymonSuperhot


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
...