ResidualPlaybeta Open the radar

SUPERHOT VR

SUPERHOT Team · 2017 · $24.99 · Action · deal grade C

Measured on 2026-10-02 06:27 UTC, 4 days ago. The whole catalog is re-measured daily; a game that just launched can move fast between passes.

  • Estimated net residual revenue: $3.6k to $5.4k per month
  • Opportunity: $4.5k per month at x1.00 dormancy
  • Estimated lifetime owners: 441.0k
  • 82% positive across 9739 reviews · 33.3 reviews/month

Why it's flagged

  • Developer active, last post 0 months ago
  • Studio active elsewhere (3 titles tracked), so this one may welcome a partner
  • Last discounted 0 months ago, 12 sales in the last 12 months

Analyst notes (AI-assisted)

Note written 2026-08-25; the live figures above take precedence over any numbers in it.

A physics-driven VR action game where time moves only when you do, built on the original SUPERHOT concept and optimized for immersive first-person combat.

SUPERHOT VR holds solid four-figure monthly residuals and maintains an engaged, positive core community despite dormancy in development. The title is a strong performer for its niche (VR action) and carries genuine enthusiast sentiment as a 'killer app' for the platform. However, the game is shadowed by a controversial 2020 content removal that fractured trust; any revival or acquisition would need to address that head-on, whether through restoration, transparency, or fresh creative direction. Most relevant for publishing partners seeking a proven VR anchor or revival specialists willing to rebuild confidence. Most realistic play: revival.

  • Risk: Removal of narrative elements in 2020 without player recourse (toggle previously existed) has seeded lasting negativity and accusations of retroactive censorship, appearing in a quarter of sampled reviews.
  • Risk: Multiple reports of input registration failures (throw detection, locomotion controls, gesture recognition) suggest either aging VR SDK integration or platform-specific bugs that deter new players.
  • Risk: VR audience remains niche; current peak 30-day active count is low, and play sessions are very short (median 3.4 hours lifetime), limiting word-of-mouth growth potential.

This case as Markdown · Estimates carry ±30-50% error per title.