We’re staying super busy here at the SUPERHOT studio. The team has grown a lot since 2016 and tons of very clever friendly people joined us to help. We came up and stayed properly indie – with no publishers or investors to answer to, nobody is holding us back from doing weird and crazy things. And with the team expanding, more clever people can help us go do things bolder and crazier than ever before.
One of the final updates for Mind Control Delete landed on Steam just this monday. We’re close to the finish line for this 3-year long production project – a title that’s shaped up to be over twice as large and as polished as the original SUPERHOT, and that we’re making free for the 2+ million owners of the first game on Steam.
SUPERHOT VR launched for the Oculus Quest a couple of months ago. The game had to be effectively rewritten for a standalone headset 50x less powerful than your usual VR PC. It took a year of developer blood, sweat, and tears, but every last bit of that effort was absolutely worth it. It’s been the biggest VR launch we’ve seen so far – Quest is just breathtaking.
Arcade Edition of SUPERHOT VR is being played 24/7 in hundreds of arcades all around the globe and Game Pass is steadily bringing SUPERHOT to droves of new people. Our goal to put every man, woman, and child into our games is inching ever closer.
With a hefty collection of other exciting SUPERHOT and non-SUPERHOT things still in the works – some announcing as soon as next week, some announcing next year – we have been keeping ourselves properly busy here at the studio.
One reason that allows us to keep that busy – to keep exploring, to keep running headfirst into challenges, and to ruthlessly drop projects if they aren’t up to snuff – is our independence. We were lucky to build SUPERHOT at a time when support from our amazing Kickstarter community, the support we got from within the gamedev industry, and our own foolhardy nature were enough to build a healthy studio with nobody but ourselves calling all the shots.
We want to give other foolhardy, upstart indies a hand now. Shipping a game without a publisher or investors is daunting. It can feel like a huge leap of faith. We’ve been working on a couple of big projects that should help make that leap of faith a little less scary for indie developers.
Today feels like a good day to announce one of those projects!