
SUPERHOT is the smash-hit FPS where time moves only when you move. No regenerating health bars. No conveniently placed ammo drops. It's you, alone, outnumbered and outgunned. Snatch weapons from fallen enemies to shoot, slice and dodge through a truly cinematic hurricane of slow-motion bullets.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 603 reviews with recorded playtime.
Reviews
Themes across 599 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
you have to check out this game. it is the most innovative shooter I've played in years! you have to check out this game. it is the most innovative shooter I've played in years! you have to check out this game. it is the most innovative shooter I've played in years!
You have to check out this game. It's the most innovative shooter I've played in years. You have to check out this game. It's the most innovative shooter I've played in years. You have to check out this game. It's the most innovative shooter I've played in years.
感觉自己是donk
[h1]🏆 100% ACHIEVEMENT REVIEW 🏆[/h1] [hr][/hr] [b]Quick Thoughts:[/b] [i]I had a great time with this game. It made a huge impact back in 2016, and even 10 years later, it still feels incredible to play. Superhot is an FPS where time only moves when you move. The core concept is pure genius, and the gameplay mechanics are super crunchy and satisfying. Without spoiling anything, I have to say the story is also surprisingly interesting. The devs absolutely cooked with this mechanic, making every combat encounter feel like a puzzle.[/i] [hr][/hr] [h2] THE COMPLETIONIST STATS:[/h2] [list] [] [b]100% Difficulty:[/b] 5/10 (Requires high skill for challenges) [] [b]Time to 100%:[/b] 8 - 15 Hours (Highly skill-dependent) [] [b]Missable Trophies:[/b] None (Level select is available) [] [b]Grind Level:[/b] Minimal (More about skill than mindless grinding) [] [b]Online Required:[/b] No [] [b]Min. Playthroughs:[/b] Multiple challenge runs [/list] [hr][/hr] [h2] THE HUNT EXPERIENCE[/h2] When it comes to getting the 100% completion, your experience will depend entirely on how much you love the gameplay loop. If you click with the game, the hunt completely scratches the itch for a fun challenge. Even when things get complicated, you will actually enjoy unlocking the achievements. However, if you are just playing it casually or forcing yourself through it, you will hit a massive brick wall. To get the perfect game, you must complete the game over and over again under various brutal conditions in the Challenges mode. Believe me, some of these challenges can easily eat up a few hours of your time just to finish a single one. [hr][/hr] [b]Pro Tip:[/b] [spoiler]In challenge modes like "Norestart" or "Speedrun," precision is everything. Keep your movements minimal, jumping speeds up time and can get you killed instantly. Learn enemy spawn points by heart, as they never change.[/spoiler] [hr][/hr] [h2] FINAL VERDICT:[/h2] [b]Worth the 100%?[/b] Yes, but only if you genuinely enjoy the mechanics. If you like the gameplay, it's a fantastic and rewarding completion. If you don't, the endless challenge runs will feel like a nightmare. [hr][/hr] [h3] SUPPORT THE HUNT[/h3] [list] [] [b]Check my Guides:[/b] Need more help? Check the guides on my profile! [] [b]Like & Award:[/b] If this review helped you, leave a [b]Like[/b] or an [b]Award[/b]! [*] [b]Follow for more:[/b] Visit my profile for more honest 100% completion reviews. [/list]
SUPERHOT is one of those rare games that manages to feel immediately distinctive from the very first minute. Its central idea is brilliantly simple: time moves only when you move. That single mechanic is enough to completely redefine the rhythm of an FPS, turning every encounter into a tense, almost puzzle-like sequence of decisions where positioning, timing, and awareness matter just as much as aim. What makes the experience so memorable is how well this idea is executed. Every room becomes a small scenario to solve, every movement feels deliberate, and every shot carries weight. The result is an experience that is both intense and elegant, with a level of clarity that makes it easy to understand why the game became so well known. I completed the game 100% in just a few hours, and while it is not a long experience, I do not see that as a weakness. Quite the opposite: SUPERHOT knows exactly what it wants to be, and it delivers that idea with precision. It is compact, concentrated, and highly replayable in the moment, especially because of how immediately it pulls you back in after failure. There are no long loading screens or frustrating pauses when you lose — the game respawns you right at the beginning almost instantly, which keeps the flow intact and makes you want to try again without hesitation. That design choice is one of the best things about it. SUPERHOT understands that momentum is everything. When you fail, you are not taken out of the experience; instead, you are immediately invited to re-enter it. That makes the game feel adrenaline-fueled and difficult to put down, because each mistake becomes just another excuse to refine your approach and go again. It also deserves praise for its originality. Even if SUPERHOT 2 exists and is equally valid in its own way, the first game still stands out as something genuinely unique. It is the kind of title that leaves a strong impression because it does one thing exceptionally well and builds an entire identity around it. Few FPS games manage to feel this different while remaining this accessible and this satisfying. In short, SUPERHOT is a game everyone should try at least once. It is stylish, inventive, intense, and incredibly easy to get absorbed in. It may be short, but it is absolutely unforgettable, and it proves that a truly original idea, when executed well, can be more impactful than sheer length or complexity.
Superhot. I don't know. I played this game pretty much right after it came out since I was curious about it, the concept sounded fun. After I did complete it I kind of had a grimace on my face, because the meta elements of this game will either work for you and you'll find them very charming, or, like me you won't really enjoy them. Anyway, just recently Steam was recommending I play it, so I decided to play it over again, and I beat it to see if I liked it any better. And, well, no, my opinion is pretty much as it was 10 years ago. It's remarkable, it's actually been pretty much exactly 10 years, since the game came out in 2016. So... Super Hot. Or, Superhot. I refuse to all-caps the word since I just can't say it with the gusto they want me to. I beat this game in about 90 minutes, and that includes spending some time idling on the main menu. It's a game where... well. It feels very... I don't know. They want to be like a Hotline Miami or something, where you have these levels, where you're dropped into a scenario, and you gotta kill all the dudes. You don't really have weapons as such like in Doom or any traditional shooter, you just pick random guns up, empty the magazine, throw it away when you're done. You pick up objects, throw them at enemies or whatever to distract or disorient them so you can melee them or whatever. That's pretty much the whole game, I've just described the whole thing. So much for 'the most innovative shooter I've played in years' - I was able to describe it lazily just by describing a different game. The perspective is different, in games like Hotline Miami (I would compare that game to some Flash games that came before, personally, Hotline Miami is just a very nicely polished version in a slightly better engine than Flash), you see from a top down bird's eye perspective. This game is first person. However, I would argue that's actually a huge problem in this game, and coupled with the fact that enemies always are constantly teleporting in or coming at you from around a corner or something and you never see it coming? I actually kind of didn't really enjoy this game as much as I should have. Superhot, is not nearly as fun as it really 'should' be and I think a big part of that is... You really should get wallhacks in this game. That's a weird thing to suggest, but I think it would have helped a lot. It's way too often you get blindsided by guys you didn't know were there. Compare to say, Katana Zero. You can basically get a pretty good idea of the entire level just by looking around? You never really get blindsided and that's the same sort of game here. Ostensibly, a fast-twitch game where you kill enemies in one shot but you die too, in one hit. Anyway. I think that at the time, people probably would have abhorred the idea of actually making the game easier in the sense of letting you just 'see' where enemies are - but guess what? It not only would have been a cool effect, it would have been a great way to help identify where the last few enemies are, all in a game that seems to WANT to make you feel cool, when in actuality you're often stuck restarting multiple times on levels. And that's not fun. I also don't think the game is really... difficult, either, really. It's not a hard game. I am sure the challenges and endless mode and stuff do get hard! The game invites you strongly to check those out after you beat the 'main game'. But I'm not gonna do that. I don't think that the format the game provides is actually a very good one for the type of combat that it wants to provide, I think that the control you have over time is so much more limited than it really should be, and there's lots of what I would consider problems with the game too. Everything to do with 'jumping' for example is just a mess. That's a very strange thing to complain about, but basically you jumping in this game, is absurdly terrible. You just have this weird hop, and unless you're HOLDING jump, time passes at a normal rate? Which is bizarre. The jump also is so quick that feels... well, just terrible. That's a strange complaint maybe, but I've played a lot of FPS games and I've played games without jump buttons, and games with weird awkward jumps and games with good jumps and air controls, and this game is not one of the latter. I suspect they didn't want the player to be able to duck because you will eat bullets to the mouth constantly in this game, and if you could duck, maybe once in a while you could avoid them. Maybe they had trouble figuring out how to make a good crouch that felt smooth and didn't make your hitboxes too advantageous, or something, because going along with the jump feeling awkward, moving and shooting and many of the animations and such associated really quite primitive. Not that this has to be on the level of Death Stranding, it's an indie game from 2016, but I dunno. That's just one of those things I notice that makes me feel, yep, amateur. I also wanna talk briefly about the cost of this game. Since its release I thought this game was hella expensive for no good reason. I can't really go around telling people what their game is worth, but I am just saying I would not pay $35 AUD for this game. I also don't know where all that money went, since... did they even do anything else after this game released? Did they just stop? I mean, I guess if I made a couple million I'd probably just stop too. Anyway, to get back to the game. I just can't say I really loved this game, or even wanted to like it. The game is just so... cocky and self-assured in a bad way that it felt like, the game was made by marketing people who knew how to build a flashy-looking trailer to hook people in, but then you play the game and you're just kind of let down by it being just an OK experience. I think I'm gonna say I don't recommend it. I had an OK time, so if you were looking at this game in your library and you were like, oh hey, Superhot. I remember that game. I should play it, finally. Well, I guess you can. It's not a totally painful experience, but I just would NOT recommend buying this game if you are looking at this for the first time. I can see by the reviews that I'm in the minority, but I'm not gonna praise this game endlessly for being kind of what I always thought it was: not as fun as it wishes it was, and not as fun as it should be.
Данная Игра это просто что то с чем то. Впервые затестил эту игру у друга на вр, и то это была только демка, я просто думал что это какойто безсмыленный шутер бес сюжета, где просто мочищь всех подряд. Но когда лишние деньги завалялись в кармане, и в этот момент была скидка на игру, решил купить её, к игре я в начале относился скиптически, мол "Блин, думаю что играть будет не особо интересно как на вр и это же просто какой-то шутер без сюжета, на который я зря влил бабки" Но через я втянулся и понял то что это одна из самых лучших игр которые мне доводилось встречать. Данная игра великолепна не только своим сюжетом, но и гемплеем в том числе, да иногда пердак может подогреть иза того что не можешь пройти, но всё же данная игра меня поразила всем, и я крайнее рекомендую попробовать данную игру. Поверьте, вы не пожалеете.
Olá [USUÁRIOSTEAM], você tem que dar uma olhada nesse jogo. É o shooter mais inovador que ja joguei em séculos!
Superhot is the most innovative shooter I've played in years!
Hola [NOMBRE_AMIGO_AQUÍ], tienes que probar este juego. Es el shooter más innovador que he jugado en años. Hola [NOMBRE_AMIGO_AQUÍ], tienes que probar este juego. Es el shooter más innovador que he jugado en años. Hola [NOMBRE_AMIGO_AQUÍ], tienes que probar este juego. Es el shooter más innovador que he jugado en años.
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Czech*, Polish*, Portuguese - Brazil*, Russian*, Japanese*, Simplified Chinese*, Traditional Chinese* +3 more
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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