About

MIND CONTROL DELETE is █ first person shooter where time m░ves only w▒en you move. No regen▒rati░g he▀lth bars. No conv▒nie▄tly pla▒ed am▄o dr▄p█▒■ YOU SHOULDN’T BE HERE. YOU HAVE ALREADY WON. BUT THERE IS MORE.

The long-awaited third game in the groundbreaking SUPERHOT franchise - MIND CONTROL DELETE gives you more insight into the world of SUPERHOT, more story, more signature gameplay. Keep dancing the slow-motion ballet of destruction for so much longer than ever before.

You amass an arsenal of new skills and new weapons. Time moves only when you move. Enemies pour in from every direction. You are in complete control as you shoot, slice, and explode your way through dozens and dozens of increasingly challenging combat encounters. The closer you get to the core, the more powerful you become. You uncover snippets of precious knowledge - of the meaning that you crave so much.

You shoot and slice. You move forward. You repeat. You repeat. You repeat. It becomes a ritual. It starts to mean something again. You take a moment to consider. You’ve been here before. So many times. Maybe this time it will actually mean something. Everything explodes into action. You hope this time will be different.

Built on the foundations of SUPERHOT and SUPERHOT VR, MIND CONTROL DELETE continues to bring you more of SUPERHOT’s signature power fantasy.

MIND CONTROL DELETE features:

Development

I've spent most of my 4 year long stay at SUPERHOT developing this title. My main role was to bridge the gap between the world of game design and programming, prototyping and defining new gameplay features and story elements under the direction of the Lead Designer. In addition to that, I played a significant role in ensuring the quality and juiciness of various game interactions - tweaking the values to get the resulting experience to feel just right. Apart from that, I had regular programming responsibilities including: rewriting game systems, creating tools for the team, optimizing and debugging the game.

After the release of MCD I took care of the project as a Game Designer. I was designing and prototyping post-release features for the game and experimenting with creating new levels. Moreover, I was responsible for ensuring the quality and consistency of the Nintendo Switch port by giving regular feedback to the team and solving platform-specific problems.