
The long-awaited third game in the groundbreaking SUPERHOT franchise - MIND CONTROL DELETE gives you more insight into the world of SUPERHOT, more story, more signature gameplay. Keep dancing the slow-motion ballet of destruction for so much longer than ever before.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 2.43/day in the week to Aug 8 → 1.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Sums Steam only; Xbox, PlayStation, GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 12.8Kreviews | 84% | — | $5.7M |
| $24.99 | 3.7Kratings | 80% | — | not modelled | |
Updates
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
Reviews
Themes across 887 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Negative review simply because the ending IS SO INEXCUSEABLY BAD! I think ALL with the intention of finishing the game need to know that [spoiler]you have to spam the ESC key FOR 2.5 HOURS (it used to be **EIGHT** btw) with zero feedback that anything is actually happening/progressing, during which time you can't play the game at all. It's supposed to be a commentary on addiction, but all it does is making you question what the actual hell the devs were thinking. Anyone with a brain will just use an autoclicker and skip the “reflection,” which completely defeats the point. Completionists get punished for caring. I’m deliberately not getting the final achievement (and going past that part) out of pure spite.[/spoiler] For as good as the rest of the game was, and for as much as I am able to forgive a bad ending, I am UNable to give this game a positive review when the ending is so stupidly broken. Trying to be deep and philosophical is good, but trying to be AS deep and philosophical AS POSSIBLE is stupidity. Annoyance and stress have a limit in art, cross it, and people stop listening to you. The commentary on addiction? Yeah, I got it. The part where it stuck to me as a profound experience that will acompany me for the rest of my life? Nope, I am so sore about it that I won't even honor the devs' vision by giving it any more thought. Let this game forever live in my head as a clear example of how pretentiousness and artistic wankery can be even more damning than the addiction Superhot wanted me to reflect on.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Czech, Hungarian, Japanese, Korean, Polish, Portuguese - Brazil, Russian +3 more
| $24.99 |
| 787ratings |
| 87% |
| — |
| not modelled |
| $9.99−60% | 76ratings | 72% | — | not modelled |
| $24.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 893 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Enjoy the game enough to beat it? Your reward is getting stuck in a multi-hour unskippable cutscene, that persists even if you UNINSTALL AND REINSTALL THE GAME. It is anti-fun, anti-player, and led to me going back and looking at the writing of this and the original game and realising how pretentious all of its framing is.
as a person who loved the first super hot i find this repetitive and boring. You mostly play the same levels over and over and the game drags on so long it feels like its never going to end. I dont blame the gameplay for this cuz Super hot's mechanics always been fun but when game becomes this repetitive it basically becomes boring after some point even if the developers are self aware about it. at this point of my review you can think of the hacks and stuff but i dont recommend thinking of em because they dont feel game changin in any means even feel useless most of the time. (nodes does a lil bit maybe? but still doesnt break the game's boringness) Some people may disagree with my points and i get that but before ending my review i want to mention ONE last thing. the ♥♥♥♥♥♥♥ ENDING. i won’t spoil anything for those masochists who still want to see it for themselvess but this game's ending was absolute garbage. it was so bad i thought “Maybe if I wait out this stupid two and a half hour countdown ill see something worthwhile.” But no the disappointment after that wait was on another level. (i also learned that they reduced countdown from 8 hours like that would make the ending better.) Note: This review was written in pure anger sadness and disappointment.
Absolutely overstays its welcome. Could not force myself to finish it. The reason the first game was good was because of the creative and thoughtful level design. Sure, the gameplay loop by itself is also satisfying but this game proves that's not enough. The same levels keep repeating over and over again. The original Superhot encouraged players to experiment with various weapons and mechanics. Due to the life system this game introduces experimenting feels punishing. Dying too much will mean you lose progress, and losing progress means you have to replay even more of the same old repetitive levels. This isn't really a Superhot sequel as much as it is just MORE Superhot, and not in a good way.
This game was really bad compared to the first one. The maps are repeated over and over again, the achievements are extremely easy to get (there's literally no challenge involved), and the ending is so lame for someone who doesn't like spamming E, 50 times then watching a loading bar for 2:30 hours which was originally 8 damn hours? All that being said, I did enjoy but I would NEVER recommend it to someone getting into the series, SUPERHOT was way more fun and more innovating.
What a disappointment. Mind Control Delete turns Superhot into a roguelike, which actually sounds like a great idea, but was executed so poorly. It only included the idea of upgrades and restarting on death... so it's a roguelike in name only. The rest of the time you'll be replaying the same 10-20 levels over and over. Let's start with the good: Superhot still has good mechanics. And that's all the good. Those upgrades ("hacks") you can get are very rare, usually two per level batch, and you're at the mercy of RNGesus for them to be any good. Each character ("core") barely changes how you play, since the short levels mean you'll use the ability at best twice per level. There's no reward for playing extra level batches ("nodes"). You can't even collect something like a permanent health upgrade. It's just the same thing over and over. I actually liked the endless levels in the original. With that in mind, these levels are just not good. They're way too sparse and uninteresting. There's no need to carefully memorize and make plans, because there's very few enemies and very few objects. They seem much more like story-type levels that were forced into this half-baked roguelike. With the overwhelming repetitiveness, you're encouraged to go faster to get it over with, causing more damage, meaning replaying more levels. And you need to take the extra health "core" to survive, so the other three may as well not exist. To spice up your very dull playing experience, there are three new enemies: mushroom enemies that explode into bullets, concrete enemies that only have one limb vulnerable, and glitch enemies that you can't steal the weapons from. This is a perfectly reasonable amount to add to a short game, but you deal with them basically the same as any other enemy, so the already small enemy variety is even more boring. Actually, there's a fourth new enemy type: invincible hunters. Whose idea was it to add an [i] invincible [/i] enemy? You can't even stun them! Their existence forces you to run away, completely opposite to Superhot's whole identity of taking your time since "time only moves when you move." If they're gonna stay invincible, why not make them give an upgrade for surviving? Not like you're getting upgrades from somewhere else. One of the cool new things added is the ability to reflect bullets with melee weapons. This sounds cool, and it is, but it applies to *all* weapons, including a baseball bat. Here's an idea: make it so only the katana can reflect bullets, but you can get an upgrade to make all the weapons reflect bullets. That's some game design, and it would increase immersion, which the developers prefer over fun. (Main example: last thing to do in the story is literally wait on a 2.5 hour loading screen. There is no way around it.) Finally, there's still barely a menu or other options. Come on devs, this is your third commercial game; are they really that hard? I know it makes development faster, but accept the immersion breaking and give us a freaking menu. Every good-natured idea added to this game was executed so poorly. Maybe they could've been much better had the levels been better, or if the entire idea of level batches was reworked. At least the story begins with saying the game is intentionally wasting your time, as a warning for what's to come.
This game is enjoyable, but only for first several hours. Then it becomes a one repetative loop as there are not enough mechanics or items to make this experience distinctive from SUPERHOT.
I just beat the game. Well, most of it. I didn't like it, both mechanically, and thematically. I played Superhot and Superhot VR. Beat them, and liked them. Every scenario felt like a puzzle to resolve, disguised as a FPS style game. There'd be slight variation, but iteration meant you could learn the best way to finish a given map. This game tosses so much of what it built out, replacing with with repetitive maps, some of which were directly from previous games, and layering it with a smug, smarmy narrative about addiction. Y'know, it's really something when a studio sells you a product designed to insult you for an addiction that their delusion of grandeur invented. I just wanted to beat the game and get what the point was, so I could evaluate it for what it is. The game's a slog, and most of the sets of random levels felt like unnecessary padding. Mechanically, the game is fine, but I feel like the replay feature was also better in previous games. The technical aspects were fine as well, the game runs well enough. That ending, though, feels like the company going "mmm mmm mm, aren't we SOOOOOO clever?"
Если взять игру на 2 часа и растянуть ее до 10, то ничего из этого хорошего не получится Но только если нравится проходить одни и те же уровни раз за разом и потом еще раз, и еще Ведь рогалики-это мегахайп, свежая инновация. Такое ощущение, что когда эта игра вышла уже все устали от них, не то что сейчас Да и тем более если как рогалик смотреть, то это полное фуфло, ведь рогалики это не только про перепроходить одни и те же уровни по 100500 раз. Это нечто большее А тут по факту взяли первый суперхот и умножили количество уровней раза в 3, задушив при этом всю задумку первой части Душнилово
SUPERHOT 1 but worse, making it a rogue-like game was the worst decision they could've done because what do you mean there's 32 levels (According to other players) that aren't in a linear but random order and you can theoretically be stuck replaying the same 10 levels for a few hours or even NOT experience all of them because of RNG? I actually think that I did not experience all of them despite finishing the game. While it's true that the 1st game had less levels compared to this one but you NEVER were replaying actual gameplay levels(Not talking about the story level) and all of them were enjoyable and being in a linear order so you felt like making an actual progress, SUPERHOT 1 is a clear example of quality over quantity that devs unfortunately forgot when making the "sequel". Don't even get me started on the cryptic story that is significantly WORSE when compared to the 1st game and the ending that is one of the worst endings in the game history. If you want more of SUPERHOT 1 just play SUPERHOT VR instead of this weird "sequel" abomination.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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