
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 893 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Я не знаю, что задумали разработчики, когда выпускали эту игру, но она оставляет только чувство обмана. Первая часть была отличным тактическим шутером, где каждый уровень был продуманной головоломкой. Здесь же — полная противоположность. Вместо чётких миссий тебя бросают в бесконечный хаос процедурной генерации. Враги появляются из ниоткуда, уровни повторяются, а твой успех зависит от того, насколько удачно выпадут случайные усиления. Игра перестаёт быть тактической и превращается в бесконечный гринд, где ты просто перемалываешь волны врагов в надежде на лучшее. Это скучно, утомительно и совершенно не похоже на то, за что я полюбил SUPERHOT. Но самое вопиющее — это финал. Чтобы его увидеть, тебя заставляют держать игру включённой несколько часов реального времени. Это не геймплей, не испытание навыков, а просто насмешка. Вместо уважения к игроку и его времени тебе предлагают сидеть и смотреть на экран, пока идёт таймер. Разработчики называют это "художественным приёмом", но выглядит это как отчаянная попытка искусственно накрутить часы в Steam. Мне искренне жаль и времени, потраченного на этот бессмысленный гринд, и денег, отданных за эту игру. Вместо того чтобы получать удовольствие, я чувствовал раздражение и скуку. Сейчас я просто хочу поставить точку и забыть об этом как о плохом сне. Если вы любите первую часть — оставайтесь с ней. MCD — это не продолжение, а совершенно другой, гораздо менее удачный эксперимент. Не повторяйте моей ошибки.
Media

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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 899 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
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Man. I tried so hard to enjoy this. The gameplay is still fun... but where's the intrigue? Where's the story? This isn't even nostalgia blindness for the original, it's just out-right missing what drew me into the original. Maps are a repeating slog of randomly spawning enemies, and now you have health? There's nothing particularly fun about the maps either. Part of the fun of the OG SUPERHOT was figuring out the puzzle that the maps put before you. But nothing about the maps is handcrafted with care, and the level layouts are just... meh. I found myself running around trying to find the enemy often. Meanwhile, the enemy was right behind me beating me with a baseball bat. I just wasn't impressed. It's SUPERHOT, but it's missing the soul imo. (I refunded this).
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.
Superhot but roguelike! For everyone who appreciated the first title like myself, Superhot Mind Control Delete is a very fun side content, a way to play more Superhot. Gameplay wise the title is similar, with the added roguelike element mention earlier. There are new levels, new weapons, and new way to experience that unique guneplay formula that made the first title of the now trilogy so famous. This entry is a bit shorter, and perhaps can feel a bit too similar to the first one, but I found it very enjoyable and during a sale I would highly recommend it!
superhot but bad
kinda mid also a ♥♥♥♥♥♥♥ superhot launcher
超级热热热
Really fun base gameplay and concept but as soon as they introduce the immortal guy and the exploding guys and the armored guy just every shake up to the formula is bad.
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.
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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| $5.1M | 9.7K | 82% | $24.99 | |
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| $5.7M | 10.2K | 95% | $24.99 | |
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| $5.7M | 9.7K | 86% | $24.99 |