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.