[[caption-width-right:300:'''IT'S. ABOUT. TIME.''']]


SUPER'''HOT''' is an interesting little shooter with a different kind of gameplay: Time only moves when you move. If youíre standing still, time will (almost) stand still. If you move, bullets continue to speed past you and your enemies will start shooting again.
Once you've used up a gunís clip, you [[ThrowAwayGuns automatically throw the gun away]] because youíre motivated to scoop up another piece from a dead enemy or take them down up close and personal, and [[RuleOfCool it's friggin' cool.]]

Originally created by SUPERHOT Team as part of the 2013 7 Day FPS Challenge. The game, as developed from the challenge, was originally released as a browser-based game in September 2013; a full release is currently under development following a successful Kickstarter campaign. The developers plan on improving the visuals and mechanics while adding more weapons, modes, and the glorious RuleOfCool stuff people wanted from an expanded release.

The prototype can be played [[http://superhotgame.com/ here]].

* {{Anticlimax}}: Only in the game jam prototype, but the current ending involves [[spoiler:killing a CEO with no effort other than a single click]].
* BottomlessMagazines: For the enemies, anyway. You'll still run out after a few shots, but this is mitigated by the enemies having a slower rate of fire.
* BulletCatch: yep. Can't find a weapon to throw to an incoming bullet? Use your hand!
* BulletDancing: Invoked in a level where you are stuck in a cell, with enemies shooting thus forcing you to run around like an idiot. [[TakeAThirdOption You can just stop every bullets by using your bare hands though.]]
* BulletTime: ''Constantly when you don't move too much.''
* ConcealmentEqualsCover: In the museum level, panes of glass will absorb the first shot then break. This works both ways for you and your enemies.
* CoolShades: The enemies in the prototype sport these. The museum sports a giant-sized pair.
* CyberPunk
* DodgeTheBullet: The BulletTime mechanic allows you to do this a lot. Doubly so in the third level, which sees you running down a stretch of corridor with three Mooks firing at you, dodging their bullets as you go. RuleOfCool, indeed.
* ElevatorActionSequence: One level starts with this, where you take down three enemies before stepping out to complete the level.
* EvilSoundsDeep: The commander's voice is electronically modified.
* FollowThePlottedLine: The final boss fight in the prototype. [[spoiler:After you kill the boss, a window will break and the Commander will order you to jump through it. There's no other way to progress, but you do get a couple of demanding messages if you try to walk away]].
* ImperialStormtrooperMarksmanshipAcademy: The baddies take several shots to line up a decent bead on you - their aim would be usually perfect, but they're not the ones who can slow down time. Doubly so in level three, where, as you get closer, a pathfinding glitch can lead to SetAMookToKillAMook despite said mooks standing shoulder-to-shoulder.
* JumpScare: While it might be unintentional, the appearance of the commander can easily be this (even if you're expecting it).
* KatanasAreJustBetter: The full release shows one, where you can slice bullets in half when time is slowed.
* LiteralMinded[=/=]StealthPun: The Boss fight in the game jam prototype. [[spoiler:As in, a fight with a CEO, who is unarmed and does nothing to defend himself.]]
* LiterallyShatteredLives: In a way. Enemies in the full release shatter when killed as if they were made of glass. Thrown projectiles also shatter on impact. It's beautiful in slow motion
* {{Minimalism}}: There are no colors aside from red, white and gray. The enemies have no details other than being red.
* OffTheChart: Repeatedly invoked during the Kickstarter campaign, with [[https://s3.amazonaws.com/ksr/assets/002/140/139/2cf1829d950e661983fea89cf2c9ab41_large.jpg?1402641606 the chart]] painted over the table, mouse, coffee cup and everything.
* OneHitPointWonder: Both your enemies and you die from one bullet shot, regardless of where the bullet hits.
* PainfullySlowProjectile: Even when moving, the bullets move much slower than they would in real life.
* PunctuatedForEmphasis: The on-screen text appears as a non-verbal example of this. One word is printed at a time, accompanied by the sound of a camera shutter.
* ShootTheBullet: It requires timing and positioning, but it is still very possible.
* ThrowAwayGuns: Guns have limited ammo, so throwing them away is a given. You also end up throwing your weapons away when a level ends for the sake of looking cool.
* TimeStandsStill: An interesting variant tied to your motion. Stand still, and time slows to a crawl. Start walking, and it'll speed up to real time. It even extends to moving the camera: time accelerates a little when aiming and firing.

[-'''[[EarWorm SUPER. HOT. SUPER. HOT. SUPER. HOT.]]'''-]