It’s a Christmas miracle!
Not really a miracle, but rather a major update, and it’s not Christmas yet, but it almost checks out. It’s getting really cold here.
Let’s make it SUPERHOT then.
We bring you a multitude of changes to Hacks, including: lots of new ones, reworking some of the existing ones, and cutting out or merging those that couldn’t compete with others. The difficulty curve and game flow design got an overhaul. Besides that, there are audiovisual uplifts, remade levels, stability improvements and bugs executed with surgical precision. Certain parts causing issues from a player's point of view got fixed and there’s also some music.
Before we jump into specifics though, we’ve prepared a small thank you for you guys. You’ve been with us during this crazy journey for quite some time now. We are really grateful for that. So if you'd like to land in MCD credits and become immortal, here is your chance:
In this update, we focused heavily on a fun factor that depends on… all the elements of a game, really, but the first thing we uplifted was the difficulty curve. Based on your feedback, the current curve will feel much more natural and the farther into the game you go, the more rewarding will it feel, granting a whole new sense of fulfillment after each kill.
Hand in hand with difficulty tweaks go changes to the layout of the RUN select map; this is aimed mainly at improving the overall flow of the game, giving it more coherence.
I assume (tell me if I’m wrong) that you’re wondering “why is he rambling about some curves and layouts, I want to know about grenades from that gif up there”. Right you are, we added some hacks. We’ve also removed some other hacks and merged some together. It’s all for the greater good, we promise!
You’ve been asking for grenades in SUPERHOT and we were a bit reluctant to the idea but lo and behold: we had a change of heart. Not exactly traditional grenades, this lovely hack will turn throwables into bullets spawning death dealers.
Another exciting hack is Headshot flow. Once unlocked, your bullets will fly from headshot to headshot. Clearing enemies in the nearest vicinity. Quite flashy.
Some hacks needed to be cut out as they simply weren’t useful or impressive enough to compete with others; a major example is Random Melee hack that didn’t seem like a competitive enough choice, but you know what?
We really do know which melee weapon you like the most, so there’s a new hack that lets you start with a katana already in your hand, no matter which MIND you chose to play.
There’s no point in going through each Hack change in detail and I wouldn’t really spoil the fun. For each Hack that needed to be cut out two more were added or created by combining others. You’ll see it when you play it. Try out different builds with different MINDs and tell us what you think!
Audiovisuals have been polished quite a bit, bringing new visual effects, remade levels, uplifted sound effects and added music leading players into key areas of the game. Yes, music. In a SUPERHOT game.
On the purely technical side of things, we have also killed about a bazillion of bugs and looked in distress at all the remaining ones that we’ll have to work on still. There were game stability improvements the descriptors of which can twist a healthy mind. Finally, replays should work better now.
That’s it for now. We had to make some design choices and fight hordes of bugs, and now MCD plays better than ever. Play the game and tell us what you think of the changes, how the game plays for you now, and what crazy combinations of hacks you managed to make.
We greatly appreciate your feedback. Keep it coming! You can always reach out to us via Steam forums, our social media, or our Discord.
Have a nice Winter Holiday!
MIND CONTROL DELETE Beta 4.0.0 update changelog:
- Difficulty curve improvements
- Changes to the layout of the map
- Removed some hacks – for instance, Deflect Bullets became a basic ability available to all MINDs by default
- Added twice the number of hacks we removed – y’all want some Mass Deflect or Lightning Reflexes?
- Merged some hacks together to make choices more competitive – who needs Iron Fist or Strong Punches if you can have two for one as Super Punches?
- New graphic effects
- Spoiler-ey locations got reworked
- Levels have been visually polished
- Music (yes, really!) added to some key locations
- Polished SFX in menus and gameplay
- Improved replays
- Squashed tons of bugs to a pulp (small infestation is still there)
- After much debate we added a feature that allows players to fast forward credits with any button and exit them at any time with ESC button. It’s a highly experimental mechanic that might be subjected to change.