The game started winning awards and working its way into game-of- the-year lists all over the world while we doubled down, started to work on the PS4 version of SUPERHOT and on some serious trailblazing with SUPERHOT VR.
What we found out at the very beginning of our VR works (way back in the wild west VR days of 2014/2015) was that just plopping a non-VR game into VR is the worst design compromise ever. The gameplay needs to be designed from scratch, the level architecture needs to be built specifically for VR, even the menus and basic interactions in the game are just stupidly clunky unless you figure them out with VR and VR alone in mind.
So we scrapped pretty much the entirety of SUPERHOT and started building SUPERHOT VR from scratch. A year of intense, hard work later and the team was finally ready to release. And damn was the game good. The guys really outdid themselves. They pushed the envelope of the genre even further this time.