Video Game: Superhot



SUPERHOT 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 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 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 Rule of Cool stuff people wanted from an expanded release.

The prototype can be played here.


  • Anticlimax: Only in the game jam prototype, but the current ending involves killing a CEO with no effort other than a single click.
  • Bottomless Magazines: 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.
  • Bullet Catch: yep. Can't find a weapon to throw to an incoming bullet? Use your hand!
  • Bullet Dancing: Invoked in a level where you are stuck in a cell, with enemies shooting thus forcing you to run around like an idiot. You can just stop every bullets by using your bare hands though.
  • Bullet Time: Constantly when you don't move too much.
  • Concealment Equals Cover: In the museum level, panes of glass will absorb the first shot then break. This works both ways for you and your enemies.
  • Cool Shades: The enemies in the prototype sport these. The museum sports a giant-sized pair.
  • Cyber Punk
  • Dodge the Bullet: The Bullet Time 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. Rule of Cool, indeed.
  • Elevator Action Sequence: One level starts with this, where you take down three enemies before stepping out to complete the level.
  • Endless Game: The beta version has this, where you only ever get to see your score by earning points, which can be done by killing an enemy, but even then, it just flashes on the screen.
    • Rule of Funny also applies; at the beginning of endless mode, there's a chance that the message "CAN'T STOP WON'T STOP" will appear.
  • Evil Sounds Deep: The commander's voice is electronically modified.
  • Follow the Plotted Line: The final boss fight in the prototype. 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.
  • Imperial Stormtrooper Marksmanship Academy: 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 Set a Mook to Kill a Mook despite said mooks standing shoulder-to-shoulder.
  • Jump Scare: While it might be unintentional, the appearance of the commander can easily be this (even if you're expecting it).
  • Katanas Are Just Better: The full release shows one, where you can slice bullets in half when time is slowed.
  • Literal-Minded/Stealth Pun: The Boss fight in the game jam prototype. As in, a fight with a CEO, who is unarmed and does nothing to defend himself.
  • Literally Shattered Lives: 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 and having sunglasses.
  • Off the Chart: Repeatedly invoked during the Kickstarter campaign, with the chart painted over the table, mouse, coffee cup and everything.
  • One-Hit-Point Wonder: Both your enemies and you die from one bullet shot, regardless of where the bullet hits.
  • Painfully Slow Projectile: Even when moving, the bullets move much slower than they would in real life. Combine this with a deliberate aversion of the Very High Velocity Rounds trope, and you'll find standing still to slow down time isn't a perfect solution.
  • Punctuated! For! Emphasis!: 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.
  • Sensory Abuse: Firing a gun while standing still will basically blind and deafen you for two seconds.
  • Shoot the Bullet: It requires timing and positioning, but it is still very possible.
  • Throw Away Guns: 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.
  • Time Stands Still: 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.