Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Happy birthday by the way!
Thanks for giving feed back, Gameplay changes like this are hard to come by, and can give a unique gaming experience for us veteran players.
I do belive that while this may not be what SRIV needs, you've delivered some incredible feats using SRIV's engine, so i have no doubt you'll top this easily.
What do you mean by "DFAs don't seem to count as movement"? They're triggered by the left mouse button by default, which actually counts.
Its freezing effect carries to some menus in the game, such as the save/load menu, and causes the glitch effect to freeze as well.
It seems to prevent the game from resuming when paused
DFAs don't seem to count as movement
I've just rewritten it though. Hopefully it isn't that irrelevant anymore.
While an interesting concept and execution, it just doesn't work for Saints Row 4. TBH my opinion is it slows down a game intended to be fast af. Just my opinion after all, if you like it cool.
It's called SupahHawt, as it has a similar mechanic to SuperHot, an indie game all about time manipulation.