We ported SUPERHOT VR to every possible VR platform. We were surprised by the reception it got. Honestly, we didn’t put much faith into it. Somehow we managed to release SUPERHOT VR just months shy of SUPERHOT launch. Development was a bit of a whirlwind (to say the least) but we managed to make something we were happy with. We experimented hard with VR and made some (in hindsight) bold design decisions that luckily worked out well. We had literally no idea what we were doing and VR was this weird unknown world with few rules or guidelines. We managed to take a short break and we jumped straight back into development. Not many people remember that literally months after the release of SUPERHOT we finished the development of SUPERHOT VR. We’ve ported it to pretty much every platform and made it available on every store too. Since that launch, we’ve patched the game 41 times on Steam alone. We love the game and do our best to keep it alive and up to date to this day. SUPERHOT has far outgrown our wildest expectations. What started out as a small passion project ended up becoming a 2.5 year adventure. Here is our glorious office and bombastic party from the day of release. We don't miss the shotgun though, although we still get emails asking to bring that ugly thing back.įast forward to Feb 25th, 2016 SUPERHOT comes out! On August 1st, 2015 we've released our beta.Ģ0 levels, first glimpses into the story, endless mode and improved graphics. Thanks to enormous support from Kickstarter backers we managed to jump into the full development process. We’ve asked for 100k and we’ve ended up with twice as much. Not only with funding but also with spreading the word. This helped tremendously with the campaign. During that time we've fixed a lot of the problems with the original version of the game, iterated heavily on the art style, and experimented with fun, new scenarios for the levels.īy the time we began the Kickstarter campaign, SUPERHOT already had solid support from the gaming community. We came back to development and worked on SUPERHOT for a solid 8 extra months. SUPERHOT around the time we completed our Kickstarter campaign Around 50k people a month are still playing the prototype on our website which is absurdly cool. You can still play the prototype that started it all right here. That was a crazy moment and running a Kickstarter campaign was the only logical solution from that point. We broke Steam greenlight records within days. We were far less experienced but compensated with blissful ignorance and enthusiasm.Īfter we released the SUPERHOT prototype it made waves in the gaming community. SUPERHOT came to be during a 7day fps game jam.Ī bunch of people got together to make a shooter game in a week. Let’s take a stroll down memory lane, shall we? :) We expanded the SUPERHOT franchise with new titles, helped publish other games, got a bunch of office doggos, switched to full remote and a whole lot more.ĥ years is a great time as any to take a look back at what happened. We have grown from a tiny indie team into a fully fledged game studio. Since the release of SUPERHOT a lot has happened.
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