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The campaign ended with more than $230,000 in pledged funding, allowing the team to add in New Game Plus mode. Luke Spierewka, a programmer on the team, believed the success of their Kickstarter was in part due to the availability of the browser-enabled demonstration that allowed potential funders to experience the game's concept hands-on.
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The Kickstarter met its goal within the first day of going live, allowing the Superhot team to identify additional stretch goals including improved animations and replay mode. This gave the team more time to improve the game while the issues were resolved, allowing them to continue to build up the art assets for the Kickstarter promotion. When they went to start the Kickstarter, they ran into problems being from Poland, a country not supported by Kickstarter at the time.
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This included tuning some of the gameplay, such as adding a katana that could be used to cut oncoming bullets in half. They had planned on starting a Kickstarter drive to fund publication after their success on getting through Steam Greenlight, but wanted to give the game more polish before offering the crowdfunding opportunity.
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In May 2014, the development team launched a Kickstarter campaign to make Superhot a full release, including improvement of the art design, new levels and challenges, and support for the virtual reality headset Oculus Rift. Unlike a puzzle game where there is typically only one solution and one is rewarded for that, Iwanicki considers Superhot to be about having the time to adjust to one's instincts and improvise a strategy for completing a challenge. Iwanicki commented that while some have called Superhot a puzzle game, he feels it remains an action game. Iwanicki stated that the positive reaction to the web demonstration was a result of players looking for any variation in the standard formula of first-person shooters, which had not really changed since the development of Doom. Within a week, the game had been successfully approved for later distribution by Valve, and was the fastest game to be processed through the Greenlight system at the time. They since refined the game and released it as a free browser game in September 2013, upon where it received a great deal of attention from players, along with placing the game on the Steam Greenlight process. The Challenge prototype only featured three levels across three computers, which to meet the deadline the team strung together in 3 separate applications and called the game episodic.