
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
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.
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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 900 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
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]
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.
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.
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.
в игре отличный сюжет, попал как будто в матрицу, рекомендую!👍
It is "SUPERHOT" but MORE. I enjoyed the rouge-lite aspects of this sequel and the abilities you can get. Each level has you run through 5 or so arenas with the punishment for death being a restart on the entire level. I did not find restarting to be too annoying as stuff was always swapped around but it can feel like a gauntlet compared to the first game. Even with the extra hit you can now take. "SUPERHOT: CBT" seems to be a bit divisive because of the rogue element and that the game seems intentionally antagonistic to the player even wanting more "SUPERHOT". I like antagonistic art so I enjoyed what the developers did here. 4/5
не ну какбы прикольна и сюжет глубже но мне надрал задницу чувак с головой пса неуязвимый на кулаках саветаю
全成就党注意:最后档会被强行删掉,最后那个成就要挂机三小时才给你把档要回来。 开CE加速比较合适,别真像傻子一样等3小时!!!! 不要犹豫了,买吧,买爆。 首先,这游戏难度对我这种手残来说,肯定是很高的。 其次,爽不爽,肯定爽。关卡和怪量大管保,就那么点点花样,硬是被设计出36张地图,很多操作诀窍和小妙招。 还有无敌怪跟你躲猫猫。 从射击到体术到物理到太刀,你能学忍者跑跳反弹子弹射飞镖,还有黑客帝国夺舍敌人顺秒。 我是几十个小时看到一百关连战腿都吓软掉。 这量是真的足,真的玩到你吐。
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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