We may earn a commission when you buy through links in our articles. Learn more.

Superhot and Superhot VR sales pass two million copies – 40% on PC

Superhot and Superhot VR have sold more than two million copies since their release, with 40% of sales on PC

Superhot

Since its launch in 2016, indie FPS Superhot has sold more than two million copies, with PC sales accounting for around 40% of those. The cult shooter, famed for its innovative ‘the-world-moves-when-you-move’ mechanics, has seen strong sales of both its regular and VR versions.

Tomasz Kaczmarczyk, business developer at the game’s studio Superhot Team, told pcgamesinsider.biz that the ‘regular’ version of the title has sold somewhere between 1.2 and 1.5 million units, and the VR edition an impressive 800,000. On top of this, revenue for the game saw a year-on-year incline between 2017 and 2018, bucking the usual trends for sales growth in the first few years after release.

Kaczmarczyk said that, although “it depends on how you count because there’s a blurred boundary between copies you give away almost for free in big bundles, sales and so on”, they were “safely over two million copies sold in the Superhot franchise”.

He highlighted some of the game’s qualities which could perhaps explain its success: “Superhot is somewhat timeless. The game mechanic or art style don’t really get old”, adding that “we’ve always targeted new regions so are localising the game properly”.

Related: Check out the best FPS games on PC

The business developer was also confident that the studio could continue to push sales forward, saying “we still reckon we can grow the audience and make sure that everyone who knows about Superhot will eventually end up buying it ideally”. If so, sales could be bolstered by the upcoming Superhot sequel set in Japan, though this has no hard release date just yet.

Given that the VR version has generated more revenue than the original, despite the lower number of units actually sold, perhaps the Superhot JP developers GameTomo will have to re-think not releasing it for VR.

Time will only tell – just make sure you keep moving or we’ll never know.