
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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 894 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
First one was fun puzzle where you should retry until you find on of the working solutions, this one's boring grind of the same levels with a bit too many enemies coming from everywhere. No business remembering patterns, just go and hope for the best. Randomly appearing "elite" enemies invulnerable except for one random limb are probably as dumb as the ones with weapons that can't be disarmed.
Going into this game, I was privy to the fact that it's a rougelite. I also was aware that people didn't like that it became rougelite and how that aspect of it ruined the experience for them. As a fan of the first game and rougelites/rougelikes, I was genuinely interested in seeing what this one brings to the table. The game is fun at the start. It still has the same general gameplay of the first game, albeit the stages are less, well, staged. I think my peak enjoyment with the game was when I first interacted with the perks system and I got CHARGE. From there, it goes kinda downhill. The stages start feeling repetitive. There's a good amount of them on paper, but they all kinda feel the same after a while. You play some more, and the cracks in the game design start to appear more prominent. Because the enemy spawns aren't scripted, the best strategy is to sit in a closed corner, then shoot and farm dropped guns from that corner. This strategy prevents you from being hit from the back or sides, which is the main source of deaths otherwise. It's a low risk, high reward strategy. This is a big letdown compared to the first game, which oftentimes puts you in precarious situations in scripted levels that reward you for making risky plays. Probably the worst change from scripted levels to rougelike is the skills and perks system. Instead of having a bunch of fun skills and perks that you accumulate throughout your playthrough, you're stuck with the few that you select during a run. For example, you will never be able to use both CHARGE and HOTSWITCH at the same time (as well as their associated perks), two of the most fun powers of the game. There's also the cool katana RECALL one that I only ended up using twice or thrice because I *prefer* CHARGE. This system works for a game like Hades where each different choice constitutes different playstyles, but I just don't think this system of choice works for a simpler action game like this one. Imagine if in the Arkham games, you have your Batarang and the grappling hook, but you can never use both. That would suck, right? There's also some other design decisions that I'm not a fan of. The red guys that explode into bullets that seemingly fire in random directions are a pain to fight and kind of dissuade the otherwise fun close quarter combat. The invincible red guys that represent the different COREs are also an odd addition that kind of hurt the fantasy the game is trying to sell. I thought I was supposed to be an unstoppable badass? Why can I not kill this stupid thing? The game also frankly got its head inside of its ass. The first game was already kind of egotistical and trying too hard to be meaningful and deep, but this game takes the cake with multiple uninteresting events and an unfun, anti-player ending portion. The game also just doesn't do enough to stand out from it's prequel. Ignoring the switch to roguelite, the only really new thing that spices the gameplay up is RECALL. It also doesn't fix my main issue with the original game, which is that the replays just aren't enough of a spectacle. When you play your clip back, it just looks like you're floating around and shooting red guys. They're a lot less cool to watch than to play. If you're deciding between this and the original, just play that one. The original has enough content between the main game, the SPEEDRUN challenges and ENDLESS modes for you to tire out on the gameplay.
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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 900 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
на часік пайдьот
[h1][b] Reseña de SUPERHOT: MIND CONTROL DELETE[/b][/h1] [h2]Resumen del Juego[/h2] SUPERHOT: MIND CONTROL DELETE es ese experimento indie de Acción donde el tiempo solo avanza cuando tú te mueves… o sea, básicamente tu vida social, pero con balas. Es un shooter en primera persona minimalista y estilizado que convierte cada sala en un rompecabezas violento: calcula, respira, muévete un pixel, y de pronto todo se vuelve una coreografía de cámara lenta con gente roja explotando en cristales. La primera impresión es potente: se siente “cinematográfico” sin necesidad de cinemáticas, y la premisa de manipular el tiempo sigue siendo de las ideas más brillantes del género. Pero ojo: esto también es un roguelike de acción, así que te va a pedir repetir, aprender y tragarte el ego cuando el juego decida recordarte que tú no eres John Wick, solo eres alguien con teclado/mando y demasiada confianza. [h2]LO SUPERHOT y LO NO TAN HOT[/h2] Lo Bueno: Manipulación del tiempo que sigue siendo una idea genial y súper clara en primera persona Combate tipo rompecabezas: cada encuentro se siente como “planear un atraco” en cámara lenta Compatibilidad total con mando: perfecto para fallar cómodamente desde el sillón Steam Cloud: tu sufrimiento se guarda y sincroniza, como debe ser Estilo minimalista y experimental: se ve limpio, distinto y con identidad propia Lo No Tan Bueno: Difícil y exigente: si vienes a “relajarte”, este juego se va a reír de ti en tu cara Estructura roguelike: repetir es parte del trato; si odias la repetición, aquí vienes a sufrir doble Historia más atmosférica que narrativa: hay vibra distópica/cyberpunk, pero no esperes una novela Voces prácticamente inexistentes: si buscabas actuaciones memorables, pues… buena suerte con el silencio Comunidad activa bajísima (19 jugadores): el club es exclusivo… porque casi nadie está en el lobby [h2]Tabla de Evaluación[/h2] [table] [tr][th]Aspecto[/th][th]Puntuación (0-10)[/th][th]Comentario[/th][/tr] [tr][td]Jugabilidad[/td][td]8[/td][td]Idea brillante ejecutada con precisión: moverte es decidir vivir.[/td][/tr] [tr][td]Dificultad / IA[/td][td]7[/td][td]Exigente; más que IA “genial”, es castigo por errores mínimos.[/td][/tr] [tr][td]Contenido[/td][td]7[/td][td]Roguelike: hay horas, pero mucho viene de repetir y dominar.[/td][/tr] [tr][td]Gráficos / Video[/td][td]8[/td][td]Minimalismo estilizado que se mantiene “precioso” sin alardear.[/td][/tr] [tr][td]Historia[/td][td]6[/td][td]Más concepto y atmósfera que relato; funciona, pero no enamora.[/td][/tr] [tr][td]Ambientación[/td][td]8[/td][td]Distópica, fría y clínica: te hace sentir dentro de un experimento.[/td][/tr] [tr][td]Efectos (VFX)[/td][td]8[/td][td]Cristales, impactos y cámara lenta: satisfactorio y legible.[/td][/tr] [tr][td]Música[/td][td]7[/td][td]Cumple: acompaña la tensión sin robarse el show.[/td][/tr] [tr][td]Voces[/td][td]2[/td][td]Casi nada; si hay “actuación”, la hace tu respiración nerviosa.[/td][/tr] [tr][td]Diversidad[/td][td]6[/td][td]Varía por situaciones y estilos de combate, pero el núcleo es el mismo.[/td][/tr] [tr][td]Rendimiento[/td][td]8[/td][td]Minimalista = generalmente fluido y estable.[/td][/tr] [tr][td]Rejugabilidad[/td][td]8[/td][td]El formato roguelike y el “voy una más” pegan fuerte.[/td][/tr] [tr][td][b]Total Puntuaciones (Muy Bueno)[/b][/td][td][b]6.9[/b][/td][td]Un concepto top con ejecución sólida, pero no es para todos.[/td][/tr] [/table] [h2]Conclusión (Muy Bueno)[/h2] SUPERHOT: MIND CONTROL DELETE es “Muy Bueno” porque hace algo que pocos shooters logran: que pienses. No se trata de reflejos puros, sino de decisiones microscópicas en cámara lenta que te hacen sentir inteligente… hasta que mueres por moverte como si estuvieras en un tutorial eterno. Ahora, seamos controversiales: con 19 jugadores actuales, esto no es precisamente la fiesta del año; es más bien una galería de arte donde entras solo, te rompes la cara con una instalación interactiva y sales diciendo “wow” mientras te sobas. Aun así, 8982 recomendaciones totales no aparecen por accidente: el juego tiene una identidad fuerte y un gancho jugable que, si te entra, te absorbe. [h3]Recomendación de Compra (Recomendado con reservas)[/h3] Puntuación Total: 6.9/10 Número de jugadores activos al momento de hacer esta review: 19 Descuento máximo registrado: -60% Veredicto: [i]Cómpralo si te gustan los desafíos repetibles y el estilo experimental; evítalo si quieres una campaña narrativa clásica y relajada.[/i] Si buscas un shooter diferente, minimalista y con mecánicas de tiempo que siguen siendo de lo más creativo del género, aquí hay oro. Pero si tu paciencia es de cristal (como los enemigos), este juego te va a romper… en cámara lenta y con estilo.
Classic case of a developer not understanding what makes their concept great. First of all id like to state that MCD is not all bad as it improves enemy, weapon, power and level variety and is overall more well polished. It also provides more content than the original(though its debatable if this was the right call). The original Superhot had amazing level design ,a short but great story that shows and doesnt tell, connected art direction throughout every faccete and a fun simple endless mode all feeding into a cool and unique power fantasy of a glass cannon. MCD has essentially weakened every one of these aspects. The randomly generated levels feel boring and repetetive in comparison to the interesting puzzles and scenarios from the first game.The decision to rely on hearts with a single attempt per "node" instead of having one hp but infinite attmepts for one scenarrio hurts the game on several layers at the same time:it disensentivises and actively punishes the creativity and cool plays that made you feel godlike in the first game and makes being hit have less stakes which hurts the power fantasy os a Glass Cannon. The story is told through different text snippets with the individual levels feeling essentially meaningless in the narrative. The menus and level selection dont feel as connected to the art as in the first game and even lack a settings menu?! And the endless mode is no longer seperated and seems to instead be the main campaign. However the levels feel too short and limit creativity through the aforementioned problems that mde the endless mode unique. They also messed up the replay system that made it possible to view your cool plays, as many abilities are not sped up despite the enmies not moving reducing the contrast between your time and real time that helped build up the power fantasy. Overall SUPERHOT: MIND CONTROL DELETE is a good game, but in comparison to what it could have been and what the first game was its very disapointing. It feels like they tried to make it more accesible and placate everyone leading to a game that is (aside from concept and art direction) incredibly mediocre.
Если первая часть была интересным проектом, который цеплял визуалом и задумкой, то вторая часть это просто паразитирование. Из игры на пару часов они захотели раздуть чото типа роуглайк хренотени. А давайте всю игру сделаем аркадным режимом, с "процедурной" генерацией уровней (рандомный порядок одних и тех же уровней раз за разом). Сюжет хоть какой то отсутствует, не то чтоб он был нужен такой игре, но в первой части хоть что то было.
A roguelike follow up to the innovative SUPERHOT. Roguelikes tend to be my Achilles heel and the unforgiving nature of them can deter me, however SUPERHOT: MIND CONTROL DELETE isn't too bad with this as you are initially given three hits before death - after which you thankfully only have to restart the current set of levels. This, along with persistent upgrades, means progression isn't ever too (too) far away. Don't get me wrong, it can be a challenging tile (I hope not much more than it already is), but this can be curtailed by switching up your strategy or using the right upgrades. I have found myself frustrated at times, there's no doubt about it, but sooner or later I have managed to make inroads. Kudos to the SUPERHOT Team for expanding on the original title and not just serving the player with a sequel filled with the same mechanics. At its core it is more SUPERHOT, but this is a sophomore release that actually feels different.
This game is the best reason why Poland and the polish people shouldn't exist. THE BEST THING ABOUT THE LAST GAME, THE "SUPER ---- HOT" actually is really ♥♥♥♥♥♥♥ annoying here The grey red enemies are bugged and it sucks, more or less everything in this game will have you encounter a bug once or twice, throwing, shooting, katana, jumping... The longest level is Core 100, I believe 100 of the same maps repeated over and over again, with 8 upgrades every 10 or so levels, I just came out of this ♥♥♥♥ after 90 minutes of consecutive gameplay that got ruined either because of a bug (the character not hitting where you're aiming) or just complete randomness ♥♥♥♥♥♥♥ you in the ass. Like you standing in front of an enemy spawn node and one of the suicide bombers comes out, it just feels like a big "♥♥♥♥ YOU" to play this because, sure its fun, but it's definitely not an experience anyway near the first game Like its REALLY REALLY repetitive, and so frigging long, that you can't possibly finish it all in one sitting if you're in for a relaxed time. I HAD 30 MINUTES OF BREAK IN BETWEEN TWO BLOCKS of 30 MINUTES OF GAMETIME AND IT WAS JUST boring, unimaginative and repetitive, like yeah the game is cool but it's not 23€ cool or even 9€ cool, get it under 5 and you'll probably have a fair and good deal If you don't like frustrating designs with buggy things The minibosses suck very much as well, because for some reason in a game about killing and getting killed and UPLOADING YOUR MIND TO A COMPUTER, you'll for some reason get UNKILLABLE enemies, that you'll have to dodge, just like the stupid traps, it's all so densely packed that turning around to see if where you're going is safe just gets you ♥♥♥♥♥♥♥ killed.
Honestly never went on to complete the game. The first game was really good on everything it wanted to do, story and gameplay. This just felt like MORE that was not necessary ,the maps get repetitive and the roguelike element doesn't add enough to justify the same maps over and over. if you want MORE superhot this should scratch that itch.
相较于一代,加入了生命系统、轻度的Rogue元素,玩法上有所丰富。 但故事方面可谓狗尾续貂,体验完重复的无数个关卡后,除了脑子晕晕乎乎的就只有疲惫,完全没有一代的那种META感。 综上,只适合玩过一代的玩家购买。如果没玩过SUPERHOT,那就请移步购买并游玩原版。 [spoiler]NOW YOU CAN PLAY SUPERHOT FOREVER [/spoiler]
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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