SUPERHOT SPREADS TO CHINA!

[avia_codeblock_placeholder uid=”0″] 《SUPERHOT》以及《SUPERHOT VR》现已支持繁体中文和简体中文。
《SUPERHOT》有着独特的画风,可以说给FPS类游戏带来了一次创新。简单而又清爽的视觉效果令你只需要注意到最重要的事情,那就是流畅的游戏体验以及华丽的战斗场景。时间只会在你行动时流逝,珍惜每一发子弹,错误会是致命的。策略加上直觉会为你赢得胜利。完成游戏的主线之后,你可以通过各种挑战来证明自己,或是在无尽模式中考验自己的极限。更深入的体验等待你的挖掘!
赢得过数十项VR游戏奖项,备受赞誉的《SUPERHOT VR》带给你前所未有的全新动作游戏体验。时间由你来把握。没什么能阻挡你。战斗,训练,不断突破自我。让SUPERHOT不断进化。
考验你的极限,席卷你的敌人们,不过也要当心。孙子曰:“知可以战与不可以战者胜。”
现在就来加入我们,帮助SUPERHOT网络的成长,成为我们的一员。
繁体中文和简体中文现已上线!
您的语言版本一般是和您的系统语言一致的,不过如果您想手动切换语言,请按照以下步骤进行操作:
– SUPERHOT:你可以在游戏启动器中选择语言,或是通过游戏内设置选择语言。
– SUPERHOT VR:你可以在Steam中切换语言。
1) 右键点击Steam库中的《SUPERHOT VR》,点击“属性”。
2) 点击“设置语言选项”。
3) 输入您想使用的语言代码:“zh-CHS”代表简体中文,“zh-CHT”代表繁体中文。
——————————————————————————————————
《SUPERHOT》和《SUPERHOT VR》現已支援繁體中文和簡體中文。
《SUPERHOT》有著獨特的風格化圖形效果,是FPS類遊戲的一次偉大創新。其優美而又簡約的視覺效果使你只專注于最重要的事情,也就是流暢的遊戲以及華麗的戰鬥。時間只會在你移動時流逝,每一枚子彈都彌足珍貴,容不得一點錯誤。勝利要靠你的策略和直覺。一旦打穿遊戲,你就可以在各種挑戰中證明自己,或是通過無盡模式考驗自己的極限。那麼你想更深入地挖掘遊戲嗎?
贏得了VR虛擬實境遊戲的數十個獎項,備受讚譽的《SUPERHOT VR》會帶給你從來沒有過的全新動作體驗。把握你自己的時間。沒有人能阻止你。不斷戰鬥和訓練,不斷變強。讓SUPERHOT不斷進化。
考驗你的極限,撕碎你的敵人們,但是請小心。孫子說過,「知可以戰與不可以戰者勝。」
現在就加入我們,幫助SUPERHOT網路的成長。成為我們的一員。
現已支援繁體中文和簡體中文!
您的語言版本應當和系統語言一致,如果您想手動更改語言,請按照以下指示:
– SUPERHOT:可以在遊戲啟動器中選擇語言,或是通過遊戲內設定選擇語言。
– SUPERHOT VR:可以在Steam中選擇語言。
1) 右鍵點擊Steam收藏庫中的《SUPERHOT VR》,點擊「內容」
2) 點擊「設定語言選項」
3) 鍵入您想要的語言代碼:「zh-CHS」為簡體中文,「zh-CHT」為繁體中文。
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SUPERHOT and SUPERHOT VR are now available in Traditional and Simplified Chinese.
With its unique, stylized graphics SUPERHOT finally adds something new and innovative to the FPS genre. SUPERHOT’s polished, minimalist visuals help you focus on what’s most important – the fluidity of gameplay and cinematic beauty of the fight. Time moves only when you move, every bullet counts, there is no place for mistakes. Strategy and instincts bring vctory. Once you finish the game, you’ll get to prove yourself in various challenges and endless mode that will test your limits. Want to submerge deeper?
The critically acclaimed winner of dozens of VR games awards, SUPERHOT VR puts you right in the middle of action set in brand new levels ensuring immersion you’ve never felt before. Take your time. Nothing will hold you back. Fight, train, get better every stage. Let SUPERHOT develop.
Test your limits, wreck mayhem on your enemies, but be careful. He will win who knows when to fight and when not to fight.
Join us now. Help the SUPERHOT network grow. Be ONE OF US.
Now in Traditional and Simplified Chinese!
Your language version should match your system’s language, but if you need or want to change the language manually, please follow these instructions:
– SUPERHOT: you can choose your language in the game launcher or via in-game settings,
– SUPERHOT VR: you can change the language in Steam.
1) Right-click on SUPERHOT VR in your Steam library, click “Properties”.
2) Click “SET LANGUAGE OPTIONS”.
3) Enter your desired language code: “zh-CHS” for Chinese Simplified or “zh-CHT” for Chinese Traditional.

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SUPERHOT and SUPERHOT VR – time moves only when you do coming to PS4 and PSVR!

Foreword
Hi everyone!
This is an early preview of the post we’ve been invited to write for Playstation blog. This page will redirect to the our PS Blog post when it’s published, but we thought it’d be cool to let everyone know what’s what without delay. 🙂

SUPERHOT and SUPERHOT VR are coming to PS4 and PSVR!

Alright everyone!
We’ve been keeping this under wraps for quite a while now. I pretty much assumed Szymon (our community manhandler) will just up and burst with anticipation at some point. We have been looking at a literally constant stream of messages, tweets and emails from you guys. And they were all basically asking the same single question – PS4 WHEN?
Well, I’m excited out of mind to finally be able to tell you.

We’re are releasing for PlayStation globally in just a few short weeks!

SUPERHOT and SUPERHOT VR will be available across all continents, fully adapted for the platform, meticulously tweaked for the controllers and fancifully bundled as one big package of SUPERHOT goodness (or as separate digital downloads with if you’d rather take this mind-bending and time-twisting experience one angry red crystal figure at a time).

one angry red crystal figure, dealt with

Oh and if you’re not fully certain what in the world am I even talking about –
SUPERHOT is the FPS where time moves only when you do. We started building it over three years ago and with lots of outstanding support from Kickstarter and the gaming community, we rolled it out for PC last year to raving reviews and critical acclaim. It was immediately picked up and touted as the most disrupting thing in the genre, proving that there was still more to be discovered in the 25 year old art of FPS game design.
SUPERHOT proved that you can make players feel like the most badass of action heroes and cranked it all the way up to eleven.

Let’s do VR now!
easy, right?
Complexities of VR blew this guys mind.

The game started winning awards and working its way into game-of- the-year lists all over the world while we doubled down, started to work on the PS4 version of SUPERHOT and on some serious trailblazing with SUPERHOT VR.
What we found out at the very beginning of our VR works (way back in the wild west VR days of 2014/2015) was that just plopping a non-VR game into VR is the worst design compromise ever. The gameplay needs to be designed from scratch, the level architecture needs to be built specifically for VR, even the menus and basic interactions in the game are just stupidly clunky unless you figure them out with VR and VR alone in mind.
So we scrapped pretty much the entirety of SUPERHOT and started building SUPERHOT VR from scratch. A year of intense, hard work later and the team was finally ready to release. And damn was the game good. The guys really outdid themselves. They pushed the envelope of the genre even further this time.

apply directly to the forehead
Gotta get a larger trophy shelf.

SUPERHOT VR immediately became one of the fastest selling VR PC games ever and started hauling wheelbarrows of recognition and good will from industry gurus and our awesome community.
And now, after a few more months of porting, optimizing for the platform and tweaking the game for some sweet sweet PSVR and PS Move controller action, we’re officially ready to release! We’re just putting a few final cherries on top of everything.

BAM. No cherries for you.

This is really exciting. It’ll be amazing to release the games to you guys in just a few short weeks. I’m starting to hold my breath now.
#spreadthesystem
Thank you for being amazing,
Tom
SUPERHOT

PS.
And this is how we started. 🙂
OMGthis actually worked!

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SUPERHOT Dev Log 2 – VR History Day or – They taped a Hydra to his forehead and you won’t believe what happened next…!

Foreword
Hey everyone!
We had a short think at the office about everyone’s favorite recent VR flamewar and wow do internet hive minds work in mysterious ways. We wrote down the following to clear up the confusion and give you all an indie devs take on the matter. Read up below!

DEV LOG 2: They taped a Hydra to his forehead and you won’t believe what happened next…!

“Let’s tape it to his forehead”. I gave them a frightened look but they ignored me completely. It is 2013, we are testing VR and some sacrifices must be made.

Imagine item crafting, but in the real world. DK1 + Razor Hydra = DK2? There’s questions like this we crazy game engineers ask all day, every day.

Years ago we never knew that we would take any part in VR. We were just happy with opportunity to make our own game and never, in the wildest dreams, have we thought about creating something for VR.
Yet here we are!
Without further ado, we’re thrilled to announce –

SUPERHOT VRPremiering on Oculus Touch this winter

Woah. So how the hell did we get here?And why premiere on Oculus Touch?

Okay. Story time.
One day, waaay before our Kickstarter campaign even started taking shape, we were contacted by the terrific folks from Oculus. Keep in mind, that was in the unfathomably distant past of late 2013 – before we even fully understood how we’re going make SUPERHOT a reality. That was also well before Oculus made friends with Facebook, started burning fat stacks of money to bring quality VR into the world, and before they hired amazing crack teams of researchers, designers, and all the Carmacks and Abrashes of the world.
We had a short think, got ourselves hyped up and decided to give VR a shot. We received our very first Oculus DK1 and took a couple of evenings off with the goal of catapulting our SUPERHOT 2013 prototype into the brave new world of virtual reality.
Little did we know it’d take quite a bit more than a few evenings to get it right!

The first DK1 we got, waaaaay back in September 2013. Way before we had a clue about what we were doing.

As we started to explore VR, we found that yeah, back in 2013 the world of VR was pretty much a wild wild west. We took out our cowboy boots and went hacking.
Oculus DK1, as some of you may remember, was before people figured out positional tracking in VR. If you moved your head to the side, the game wouldn’t know that. Your head in-game would stay in place. Your brain would instantly feel there was something fishy going on, motion sickness would set in and that bullet you were trying to dodge in SUPERHOT would smack you in the face anyway. Kind of a pickle when half your game’s designed around fine-tuned dodging and hails of bullets.
So we grabbed a Razer Hydra – a set of futuristic hand tracking controllers, kind of similar in concept to Playstation Move. We got our set thanks to the awesome people at Sixense, the company behind the sci-fi tech in Hydras and in STEM Systems. As with all things in life, we decided to take the Hydras and apply directly to the forehead.

the Olden Days of
2013
Razer Hydra,

apply directly to the forehead

this kinda sorta works in
VR on DK1
As we immersed ourselves deeper and deeper into futuristic VR, we managed to push out our first playable demo. The experience was fairly abysmal, compared to what we have now, but our very first SUPERHOT VR build also got us our first tradeshow glory. Amaze Berlin in 2013 was the very first international show we were invited for. We showed up and showed off with a clunky DK1, all the while working on our Kickstarter campaign with the rest of the team back at the office.

Woo, our first international tradeshow!

We started working closer and closer with the folks at Oculus, figuring out what works and what doesn’t work in VR. Turned out there was a pretty damn lot of things nobody had no clue about. Hell, even now, 3 years later and we still often feel like we’re doing R&D.
But back then, we slowly started getting the feeling that we might be onto something with our little VR endeavor. We took Oculus’ tools and advice along with an amazing amount of involvement and support and we applied ourselves to deliver a VR demo worth it’s salt.

A crazy early prototype of DK2 arrives! Develop VR demo, each night, every night. Am I real or VR?

And then it happened – Oculus wanted our game to be one of the leading titles in their showcase at E3, the most important game industry tradeshow of the year. And that was back when we were a bunch of nonames without a working game and before we kicked off our Kickstarter campaign. That was huge. The catch was we had to wrap everything up… in roughly two weeks. 
We put together a terrifying number of all nighters, got a super early DK2 shipped to us by Oculus and 30+ iterations later, our demo was ready. To this day we are not sure how we pulled this off but we sure learned a lot during that time (and burned through our coffee supplies).
And wow did it work out great. Oculus showcased SUPERHOT on DK2 during their most spotlighted segment at E3.

2014AKA The Year Of Kickstarting

OMGlook, we’re on TV!

Palmer Luckey, the mad genius founder of Oculus, going the tiniest bit bonkers after giving SUPERHOT the most awesome shoutout ever at E3 2014 and making our Kickstarter go through the roof during its final week.

That shoutout from Palmer and the extra publicity we got at E3 boosted our Kickstarter campaign through the roof during its final week.
We also got to fly the demo around the world, introducing a tremendous number of new people to SUPERHOT.

Joachim, our friendly Unity co-founder gets a sneak peek of SUPERHOT DK2 at Shayla Games, Kopenhagen in 2014. Callum from Oculus is being Callum from Oculus.

SUPERHOT available to play in the Oculus booth in Los Angeles at E3, 2014. People spent small eternities waiting in queues to see VR back then. Luckily, we didn’t have to — we were too deep in Kickstarter to figure out our passports in time so we just saw it on Youtube.

And we even got to show SUPERHOT for DK2 in Shanghai, at ChinaJoy 2015 making heaps of new friends in the Orient!

fuck it, we’re gonna go
BIG
That 5 minute DK2 demo also opened our eyes to the sheer amount of intricacies we didn’t expect in designing VR games. We felt that just doing a simple port of SUPERHOT would be pretty damn weak. There’s so much more you can do in VR if you commit to work above and beyond a naive cash grab of a port.
We kept a super close relationship with Oculus throughout the years of developing “regular reality” SUPERHOT. We bounced a lot of different concepts and spent a scary amount of time figuring out how to do proper VR FPS design. We tested and evaluated pretty much every single piece of VR hardware we could find.
Once we got close to releasing SUPERHOT on PC, we took a short breather, considered our options and decided on a hardline – forget porting. Let’s redesign SUPERHOT VR from scratch.

We never compromised on design. We sure as hell weren’t going to start by halfheartedly adding poor VR support to SUPERHOT and calling it a day. We started drafting a plan to spin up a SUPERHOT VR team and we did some rudimentary budgeting for a year-long intensive project.
The budget was waaaay too scary for our indie studio’s thirst for survival. We wouldn’t be able to make it without diverting resources from all the other crazy stuff we’re creating in the SUPERHOT universe. We also needed some serious VR design chops or we’d get ourselves bogged in R&D. But hey, we’re engineers and problem solvers, and we happen to be friends with the only company on the market that fits the bill.
Towards the end of last year, we rang up Oculus and pitched to team up – to pool together enough resources and VR design knowhow; to give us a shot at fleshing out a fully fledged, no-compromise SUPERHOT VR. A couple of weeks later, we already had our first full time VR dev happily coding away, and we had enough runway in the budget to keep us from having to cut the project short.
So… all the crazy gifs we have of people flailing around in VR – it’s not just shoddy cash grab of a port in the works. It’s the a completely new game we’re pouring love and years of development effort into. 🙂

2015we’re almost there

We’re keeping the look and feel of regular SUPERHOT and we’re incorporating many of the locations you’ll recognize from the PC version. All the rest though, we’re building from the ground up – we’re weaving everything together with a refreshed backstory, we’re adding a lot of unique content and we’re designing the entire gameplay with a laser-tight focus on VR.
It’s the best way we found to make you really, deeply experience all the crazy things you just can’t do in your everyday shooters. And wow, the experience is just so dramatically different.

Winter 2016VR imminent!

Come at me!

Happy hour’s over

It’s going to be a different game. That feeling of intensity, of being in the center of the action that we focused on so much in regular SUPERHOT is now amped up to whole new levels in VR. You felt a bit like you were choreographing an insanely badass action scene every time you completed a level in SUPERHOT – well, now you actually, physically need to go through the entire choreography yourself. You feel 100% engaged, it often gets tough as nails if you push yourself, but once you dodge that final bullet and smash the head off of that last remaining enemy with your own bare hands, you feel just exhilarated.
Even though we’re working on a lot of new ways to expand the SUPERHOT experience and we’ll talk about them in future dev logs, chances are that SUPERHOT VR will be one of the most ground breaking things we do this year.
So yeah, winter’s exciting!

We didn’t start the
flamewar~

We’re trying to keep the usual VR flamewar contained to Reddit, come on and join the conversation below! We’ll also be doing an FAQ update about VR soon so ask away in the thread.

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Oh, and we’ll be giving keys for SUPERHOT VR to all of our Kickstarter and preorder friends and backers. 🙂

The post SUPERHOT Dev Log 2 – VR History Day or – They taped a Hydra to his forehead and you won’t believe what happened next…! appeared first on SUPERHOT.

SUPERHOT Dev Log 1 – a quick one about all the crazy stuff we’re doing now

DEV LOG 1: Glimpses of VR; SUPERGOG wrapup
Hey There!
Welcome to our fresh and shiny dev-log.
We decided to keep things slightly more organised. This  will be the place to get all your major SUPERHOT info from now on. What’s new in the studio? What are the upcoming projects? Who is dating who and why? THIS is the place to get that information and much more.
So let’s  get you up to date with what we are up to.

WHERE WE ARE
Piotr once said that “It’s 2016 and you can’t just release a game and leave it there “.
It has been already 3 months after SUPERHOT has been released and we still keep on getting positive feedback from you guys. So yeah we just couldn’t leave it like that. We celebrated SUPERHOT’s success for couple of minutes and went back to work on new content.
Apart from all the secret stuff, at the moment we are working on two large separate projects and a swath of smaller updates. The larger bits we’ll be talking about in future dev logs are an amazing new DLC for SUPERHOT and a grounds-up redesigned VR version of our game. The first important info regarding DLC is that it is going to be FREE for anyone that has already bought SUPERHOT. DLC will introduce new levels, game mechanics and introduce new ways to immerse yourself into more SUPERHOT. You will still play SUPERHOT as you know it but… with a cool new twist 🙂 .  You will learn more about that in upcoming dev logs. Stay tuned!

Oh, and by the way: we’re recruiting! All those new paths to expand and develop SUPERHOT definitely see room for more talented people. We’re currently looking for experienced game programmers and game designers to work with in our offices in Lodz, Poland. If you’re up for an adventure and would work with a bunch of crazy Polish people to write a part of video game history, then holler at:

helpushelpyouhelpusall@superhotgame.com

SUPERHOT VR
We’re now working super close with the guys at Oculus to release SUPERHOT VR later this year. We’re really trying to capitalize on all of the new design possibilities that Virtual Reality is giving us.
The level of game immersion that you get from playing SUPERHOT in VR is simply crazy. We try to add as much as we can to that from us. Recently, we played around with holophonics type of sounds in SUPERHOT. Thanks to that you will be able to for example “locate” a passing bullet just by the noise it creates.
No more shooting in the back from now!
One problem we’re working on with SUPERHOT VR right now is that when you play it you sometimes look like that 🙂 :

#SUPERGOG
Jumping to to other topics!
Remember that #SUPERGOG contest we hosted on Killstagram with GOG.com some time ago?
Well, we finally have winners (and daaaaamn you people delivered some seriously good killstagram replays)! Read up more on the contest and the winners in a post by our awesome friends from GOG here: #SUPERGOG
The winners will be receiving goodie bags full of love, swag and vouchers from us and GOG.com.

First place winner: WrongComplicatedDrabJaguar
Second place: LROMPE
Third (we had a hard time choosing one so we cheated)  place winner(s): Crunks Mcgee & YandereSnake
How awesome are those? After we see stuff like that we start to doubt our skills in SUPERHOT.
Thank you to everyone who participated and big congrats to the winners!

Thats it for today guys.
Back to work.
Cheers!
Szymon, SUPERHOT

We’re trying to cram the comments from all of our different platforms into one common happy place on Reddit, so come on and join the conversation below:

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