Superhot VR Has Brought in More Money for its Developer than the Original Superhot

By Laura Kate Dale on at

Back when the original game Superhot released on PC, it did a lot to shake up what people could do with a first person shooter. The game's gimmick was that enemies, projectiles, and time only moved when you, the player, were moving. You could take your time to think about what to do, pull off super complicated moves in slow motion, and generally feel like a badass when you watched your gameplay played back in real time.

While the original game was largely praised for its unique mechanics, I've personally always been a fan of the slightly less frequently discussed Superhot VR. A totally original game based on the same general concept, players move around in VR, dodging slow motion bullets and slicing rockets in half by dodging and aiming down scopes with their physical body. It's the closest thing to Matrix-style bullet time I've ever experienced and made me feel totally badass. It's a real killer app for VR.

Apparently, I'm not the only one out there who got really into the idea of Superhot VR, because according to Callum Underwood who worked on the game, Superhot VR has now sold 800,000 copies, and generated more revenue than the original game.

I'm glad that Superhot VR has done so well. The name made it sound like it was simply a VR port of an old game people had already played, and VR is a smaller sub market, so the fact it managed to sell this well is a testament to how cool it feels to throw knives in slow motion from inside an elevator surrounded by assassins.