SuperHyperCube will be a PlayStation VR launch title this October

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SuperHyperCube will be a PlayStation VR launch title this October

An update on Kokoromi’s retro-futuristic arcade puzzler

Hey there! Kokoromi here with an update on SuperHyperCube. In our last post, we shared with you a bit of the game’s history and our aesthetic inspirations for the game, from iconic film sequences to immersive art movements. We want you to feel like you are a part of a completely separate reality of warm, glowing light and abstract space. We’ve put tons of detail into the game’s retro-futuristic look and feel.

In this post we’d like to share a bit about the gameplay in SuperHyperCube, to give you an idea of how things work. We’ve spent the past year refining our mechanics, adding new elements and stripping away others to hone in on the right level of challenge and create a streamlined gameplay experience. Without giving away too many secrets, here is a bit of what you can expect when the game launches on 13th October.


SuperHyperCube is very simple: you start off with a single cube, a cube that matches a hole in an ominously approaching wall. The object of the game is to fit your cube through the wall. Easy, right? Fitting cubes through holes is the heart of the game, and we were determined not to stray too far from it.

Of course, we’ve brought in a few additional challenges. Once you pass through the wall, additional cubes will snap on to your original cube, creating a random cluster of cubes. As you progress through the game, your cluster continues to grow to hundreds of cubes, and it is your job to rotate it so that it fits through the hole in the oncoming wall. The trouble is, the cluster obscures the shape of the hole in the wall, so you have to look around it in order to properly see the hole, and get a better sense of the shape of your cluster. This is where headtracking comes in, and why you can’t play the game without it.

Once you’ve aligned your cluster to the hole, you can either sit tight and naturally pass through the wall, or if you are confident in your success, you can Boost (a kind of quick-drop) to accelerate your cluster through the hole. As you Boost, you subsequently charge power-ups that can help you get out of tight situations in the game.

The first power-up is a Time Warp, a bullet-time effect which allows you to temporarily slow down time, giving you extra opportunity to align your cluster to the oncoming hole. The second is Smash, which gives you the power to blast through the oncoming wall, leaving it in shattered fragments. Nothing is more satisfying than turning the tables on those smug walls!


There are also special trick walls within the game that serve as gateways to new levels, each one a new world with its own ambience and aesthetic. All in all, there are 10 levels to master, each made up of 10 walls. See how you match up against your friends, or players from around the world, on the leaderboards… or simply try and beat your own personal best scores and stats!

There you have it. One game, 10 levels, 100 walls. Are you up for the challenge?

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  • Normally I reserve judgement with trailers, but to be honest, this game just doesn’t look good.

    I mean, it seems like it might be fun for the first 10 levels, but later on, it looks like you’re trying to stick a potato through a hole where the potato looks… about the same shape from 4 sides. You know? It’s just become potato shaped, not distinctive enough to really tell which way up it is, or which bits really stick out.

    And it might be all retro futuristic and 70s and neon and whatever, but… it’s a game about peering round voxel potatoes to try and stick them in holes. However you try to explain it, whoever’s work you try to reference and invoke, it’s just not cool. I can see that from here, already.

    • This is why it’s for VR. A 2D trailer wouldn’t do it justice so it’s only natural you wouldn’t understand.

      VR is a totally different experience that can only really be explained by trying it out for yourself.

    • Oh come on, VR is cool, I’ve tried it and pre-ordered a PS VR the day it was announced. But LOOK AT THE DAMN GAME. You’re sitting on the end of a giant voxel potato trying to stick it through a potato-shaped hole.

      Imagine if you will, this was *real life*, in all its high resolution, maximum frames per second and amazingly natural looking 3D. And someone told you about this game. You’d be thinking “well it might be fun as a fairground attraction – 5 goes and win a teddy bear – but no way on earth would I want to do it 100 times”

  • I’m concerned with Playstations game curation for VR. Even if for a moment we set aside what the looks like by todays graphic standards, this doesn’t look fun. Much less (should this imho), be a lanch title.
    It feels like something you would setup as a tech demo to demonstrate a developing product to a team, not to the general public.

  • Phil Fish is involved so no buy for me.

  • I want to echo similar thoughts to the other posters here. Now, playing the game might be really fun, but from the screenshots, videos and descriptions, it just sounds… dull. And it looks like something I’d expect on Gear VR rather than PSVR. It might be great when played, but I think it’s going to be a really hard sell unless it ends up with outstanding reviews or great spread through word-of-mouth.

    I had the same feeling when I visited GamesCom last year to try PSVR, I found myself desperately hoping I wouldn’t end up getting this (In the end, I got Battlezone and my brother got The Kitchen).

  • “There are also special trick walls within the game that serve as gateways to new levels, each one a new world with its own ambience and aesthetic.”

    This to me is the key factor telling me there is a little more to this game than what we’ve seen. I’d guess these new ambiences and aesthetics will be amazing in VR. (I’m still not certain this isn’t actually the sequel to Fez, at least in the way the Bit.Trip games were sequels to each other.)

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