Superhot VR (2016) has long been held up as one of the ‘must-have’ VR games. Now the studio announced it’s just tipped the one million mark for units sold on the Oculus Quest platform.

Superhot VR is a virtual reality success story if we’ve ever heard one. Taking the same mechanics from the studio’s viral hit Superhot (2016), its VR counterpart offers up an addictive mix of cinematic slow-motion action scenes as you physically bust up the hordes of oncoming red crystalline enemies.

Superhot Team announced the news in blogpost, celebrating the PC game’s fifth year birthday. There’s no word on exactly how much of this is owed to sales on Quest 2, Facebook’s recently launched follow-up to the standalone headset, but we have a rough idea.

The graph below (provided by Superhot Team) represents all Superhot franchise games sold to date. In the purple you can see Superhot VR, which saw a significant bump in sales with the release of Quest in May 2019—nearly twice as much than the flatscreen game its its viral heyday in 2016.

Image courtesy of Superhot Team

That even larger spike in sales in late 2020 was on Christmas Day, which the studio notes was the day when more copies of Superhot VR were sold than ever before. This is undoubtedly a result of new Oculus Quest 2 owners buying the game en masse for their first VR experience.

SEE ALSO
New VR Publisher Unveils 'VRIDER' Superbike Racing Game, Coming to Quest and PC VR

What’s more, at $25 (currently on sale for 30% off), that puts gross revenue somewhere topping out at $25 million. There have been regulars sales and bundles, so that’s only a conservative estimate on the high side though, but it’s a number that makes VR development sound pretty attractive.

It’s no secret however that Quest 2 has accelerated sales in many games on the Oculus Store. Facebook announced recently that the plucky $300 standalone helped generate over $1 million in sales for over 60 Quest apps, making for about a third of all apps on the official store. Meanwhile, Quest 2 has leaped to the second most-used VR headset on Steam, owed to its ability to use Oculus Link and a VR-ready PC.

Newsletter graphic

This article may contain affiliate links. If you click an affiliate link and buy a product we may receive a small commission which helps support the publication. More information.


Well before the first modern XR products hit the market, Scott recognized the potential of the technology and set out to understand and document its growth. He has been professionally reporting on the space for nearly a decade as Editor at Road to VR, authoring more than 3,500 articles on the topic. Scott brings that seasoned insight to his reporting from major industry events across the globe.
  • namekuseijin

    it sold much more in VR than flat, it’s basically one of the 5 top poster childs of VR

    and yet they don’t want anything to do with VR. crazy dudes…

    • DanDei

      Absolutely mind boggling, yes. They rather compete in an overcrowded market where their little indi game is one in a thousand even if you just count the very good ones. But when the whole VR market is ecstatic about their game and sales break records they just piss that huge open goal for a sequel/addon/dlc away.
      Guys, why do you hate making money???

    • Ad

      I heard that the experience of porting to quest was so bad that they didn’t want to do more with VR.

      • namekuseijin

        can’t be performance issues, as these PS2 graphics have no trouble running anywhere

        perhaps they just hate facebook and hate their money

    • Orogogus

      I think it’s possible that RoadtoVR misinterpreted the blog post, and that flatscreen outsold VR. The graph really isn’t clear to me. I think RoadtoVR is assuming that the purple line is VR and orange is flatscreen, but if that were the case then you’d expect the orange line to extend about another year back to cover the Feb 2016 launch. July 2016 was the free giveaway of Mind-Control-Delete, but there’s not really any spike. For numbers, they say the Quest has sold a million units, but in July 2020 when they gave away MCD to everyone who paid for the original SUPERHOT, that was 2 million copies.

      I mean, it’s possible they just hate money, but that’s pretty rare.

      • namekuseijin

        If number of ratings have any correlation with sales, Superhot VR sold much more than flat Superhot, at least on PS4 where I can compare the figures.

        • Orogogus

          On Steam the two games compare like so:

          SUPERHOT vs SUPERHOT VR
          17,164 reviews (384 recent) vs 4,599 reviews (128 recent) – English only
          26,100 reviews 5,467 reviews – all languages
          1-2M owners vs 0.5-1M owners
          222 vs 143 peak players today
          5,533 vs 4,734 all-time peak players
          1,867 vs (673+85) threads in their general discussion forums

          • namekuseijin

            it just sold much more on Quest and psvr.

  • blue5peed

    “Quest 2 Sales Outperform All Platforms”
    Super hot devs: lets make a flat screen sequel.

    The only reason I don’t recommend this game anymore is that its thin on content they have never added much of anything since launch while the VR industry has matured a lot. Instead of making DLC or pushing the medium forward with a sequel (or new IP) they are making a mediocre flat screen game.

    • Jonathan Winters III

      Puzzling why Quest 2 sales outperformed flatscreen, yet they focus on the flatscreen sequel, with no VR version in sight as of yet.

  • Ad

    I think this graph is missing their second game. So is this one of the six games that made more than 10 million? This is a little strange. I wonder how much of this is from the game being fairly old to most people on PC since it was a PC game and the VR version came out in 2017.

  • Yes, the Quest 2 has bumped the sales of all VR devs on the official store