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Early Access Feature Update #9 - Yo Dawg, I Heard You Like BonesJun 3, 2025 - Community AnnouncementsChangelog:Added support for firearm modding Greatly increased the stability of enemies - Also includes the helmets and accessoriesImproved the stumbling and staggering of enemies (less likely to simply fall on their arse) Tactical Shotgun and Stockless Tactical Shotgun Melee enemies now keep attacking you if you haven't moved out of rangeReworked the recoil of some weapons, mainly automatic ones (AK and M16 can now be semi-reasonably one-handed)The death menu now moves with you to prevent soft-locks (for example, dying while falling left the death menu higher than it was possible to reach)Player body collision with dead bodies and dismembered pieces disabled to allow smoother movementAdded safeguards to respawn the player back to the start when falling out of the map (this might still fail if the culprit is a particularly violent physics explosion) Bones no longer disappear upon dismembering the enemies. This leads to bones sticking out of sliced or busted open body piecesReduced the shininess of blood in order to improve the visuals and hopefully performancePlayer hands can now get bloodyCaving body parts in with blunt weapons takes weight into account more, thus enabling deeper and wider wounds Fixed the dreaded bloom glitchFixed the spawns in the Church levelReduced the brightness of the back room floor of the ChurchFixed melee enemies in the OfficeFixed the respawn mechanic when jumping out of a window in the Office levelMelee mods can now be uploaded without having to revert to a previous branchFixed the Lobby level's pillarsFixed kick force upgradesChanged the strength of recoil in slow-motion to prevent larger forces than intendedFixed the charging handles of both M82 sniper riflesFixed dismembered pieces getting stuck in your hands if you hold them while chopping it up more than once (probably, might still have some edge cases) Enemies still take a bit too long to stand up but at least they appear to get up every time now Fixed modded shotguns not workingFixed the mod map loader not working under certain circumstances P.S Be sure to check out the workshop, there are some really cool firearm mods already out there, made by fuzzymanboob420, and you no longer have to be on the experimental branch to use them!And, as always, if you find any bugs, be sure to let me know and I'll do my best to squash 'em.Early Access Feature Update #8.1 - Lock, Stock...Mar 12, 2025 - Community Announcements{STEAM_CLAN_IMAGE}/44752448/9a09cc554f830bf52b15021984f363391240475e.gif Changelog: Added break action shotguns Added regular checks to kill enemies that may have fallen through the map and prevent mission completion Raised the stiffness of player arms, no longer as wobbly with fast movements or strong forces and no more shoulders at ear level Three new double barreled shotguns Boomstick (regular double-barreled shotgun) Sawed-Off (double-barreled shotgun with sawed off barrel and stock) Shorty (double-barreled shotgun with sawed off barrel) Overhauled the 50BMG and 100BMG Sniper Rifles visually and fixed their recoils (they really kick now) Enemies stand up more reliably, no more floating up from their pelvises Sniper rifles can now have more than a single instance in the level and are no longer removed from the weapon wall after picking up one of them (dual-wielding 100BMG?) Improved the visual clarity of scopes when viewed close-up Lowered player body a bit so your neck is actually visible and not stuck inside your torso Fixed infected waves Fixed zombie attacks not working Fixed tons of shiny objects in the Office and Lobby levels Revolver casings no longer fall through the floor when ejected Fixed shiny dismembered limbs (probably, I haven't encountered them again) Fixed missing shopkeeper skins Enemies without one leg will still try to walk, although not very well Sometimes enemies refuse to get up after falling and try to attack you while lying down Melee enemies with a knife seem to get stuck on walls in the Office level. Not sure what's up with that but I can't seem to reproduce it reliably. {STEAM_CLAN_IMAGE}/44752448/6f3176e7e13289d2138e21c7e8d8d77640e7f582.gifEarly Access Feature Update #8 - In This Moment, The Physics Are EuphoricJan 31, 2025 - Community AnnouncementsThis has been a long time coming. The idea has been taking shape for quite a while in my head and I finally felt the theory was solid enough to start building upon it. So here we are, enemies that properly react to getting shot and hit. They don't just fall to the ground when dying or becoming unbalanced but rather stumble and stagger. However, do keep in mind that this is the first iteration so it might still have some bugs or unintended behaviors and expect further improvements and polishing in future updates. {STEAM_CLAN_IMAGE}/44752448/113344cb438a458fc528d1ab20b61f09045bd4da.gif Changelog: Added fully procedural enemy animation system Added kicking along with its upgrades (hold down the jump button and press the trigger to kick) Enemies now stumble and stagger on death, hits to the legs and damaging enough hits to the rest of the body Enemies can now grasp their wounds and try to catch their fall Enemies can now curl up on damaging enough hits to their body Enemies now either start flailing or curl up when falling or flying at high enough speeds Blood can now flow on top of the armor when the shot penetrates Reworked the player body (again) to be much less prone to glitching, and look and feel more stable Player legs now actually move and (try) to walk and run Both the enemies and the player now have footstep sounds (doesn't take different surfaces into account for now) Decapitations or head splitting no longer as prone to physics glitches, decapitated heads actually abide by the laws of physics Added two tacticool melee weapons, the Modern Machete and the Tactical Sword Added a .50 BMG Revolver, the Carpus Mortem Enemies stand up faster now Jumping doesn't force you to crouch down as far as it did before Enemies now lose strength in their whole body at around the same rate when dying Shotgun can now be pumped without pressing the trigger when a shell isn't chambered Greatly improved the performance of enemy movement logic Enemy check for grounded state much more performant Fixed armor not properly blocking bullets Enemies now much less likely to grab air when trying to stop their fall Enemies can no longer see the player through buildings or terrain, no more constant firing sounds Some (mostly dual wielding) enemies on higher difficulties slouch forward quite a bit when aiming Player foot doesn't always reset right away after kicking Early Access Feature Update #7.1Dec 24, 2024 - Community AnnouncementsChangelog: Enemy upper bodies now have a more accurate collider. Should have more reliable behavior with wounds, flowing blood and overall collision accuracy. Enemies now have flowing blood from their wounds again Dynamic objects now receive blood splatters again Mission progress counter on player arm now works properly Fixed 50BMG Sniper Rifle housing a tiny sun Fixed uploading mod maps if props weren't included in the map Early Access Feature Update #7 - Santa Ain't The Only One With A WorkshopDec 18, 2024 - Community AnnouncementsThe workshop expands! Now supporting map and prop mods with a nice Spawn Gun overhaul to support mod prop spawning along with all the base game physics items! In addition to this, I've upgraded Unity to a new major version, which is also part of why this update took so long. But in exchange we've got much better physics with much less mid-air stuttering, overall performance has improved a little and some small graphical improvements at little to no additional performance cost. And probably some small bugs that I may have happened to overlook during playtesting, make sure to let me know in the comments or on the Discord server if you find any. {STEAM_CLAN_IMAGE}/44752448/94bf148763e5f876a1bebc2f0e91dd2d4dd5f612.gif The barrier of entry for map and prop modding ought to be lower than it was for melee weapons so if you're at all interested, check out the BRUTALISTICK VR Official Modding Framework. Looking forward to what you guys create! Changelog: Added map and props modding Modded props can be deformable, breakable or just plain old physics props Spawn Gun no longer just for enemies, now supports all possible props and weapons, including modded -Creations excluded, for now... Overall physics improved, less mid-air stuttering and more stability all-around Reworked all shaders to support better lighting, particularly in shadows and on shallow view angles Overall performance improved by a little Breaking and slicing objects performance improved by a little Joint positions after dismemberment improved. Should now have much fewer cases of shoulders floating some distance away from the torso after slicing the enemies' arms and such. Enemies no longer get stuck in a semi-crouched position on spawn, unable to move properly Due to the way the new arms work, overextending controllers can drag your body along with it. Usually this isn't an issue except when you set down your controllers or lose tracking. Enemies still sometimes grab the air when attempting to catch their fall Enemies rarely hang in mid-air upon death or unbalance Player body can sometimes act weird when crouching (reverse spine). This is due to the Unity update requiring a small rework of the player body. {STEAM_CLAN_IMAGE}/44752448/35db2fd63701bc48da39ee21c005b4376f21338c.gifEarly Access Feature Update #6.1Oct 22, 2024 - Community AnnouncementsChangelog: Slash and stab wounds finally correctly reflect the orientation of the blade Slashing is now possible when holding the weapon against a body part, not just with new hits Throats can now be slit causing the enemy to bleed out in a few seconds with a pulsating blood stream Shots and stabs to the throat also cause the bleed out sequence to start Changed enemy movement logic to make them faster Made dismemberment about 30% more difficult all around since it was a bit too easy Made slashing deal a bit more damage and made it more satisfying Both revolvers now have more penetrating power, so they're no longer just a harder to reload (and arguably cooler) version of the Deagle Locational damage now works better with melee weapons, meaning hits to the head do even more damage than hits to the limbs Fixed bullet penetration order - Previously the first impact was guaranteed to be what it should logically hit but subsequent hits may have been out of order. For example, shooting someone in the chest plate could result in the back plate getting hit as well without even touching the chest itself. The enemy movement logic change carried over to the fixes side, meaning melee enemies move properly for the most part Fixed the navigation mesh in the Lobby, enemies shouldn't slow down or get stuck in some places anymore Fixed intestines being bright pink and transparent Early Access Feature Update #6 - What A Horrible Night To Have A CurseOct 10, 2024 - Community AnnouncementsThis update took way too long to release and for that I apologize. In return, I hope you'll accept my peace offering of the largest update so far! Changelog: 2 new types of missions - Zombie and Infection Zombies and infected enemies Night modes for Church, Farmland and City levels New progression for unlocking night modes and new mission types {STEAM_CLAN_IMAGE}/44752448/ff00cda9b3edba846a114b36308f546a27f3b7f1.png .357 Magnum and 12 Gauge Revolver no longer experimental (now in main branch) Added .44 Fat Revolver with a cyberpunk design Added M16 with select fire capability {STEAM_CLAN_IMAGE}/44752448/433b269908291975faa0911487152b4c4282d264.png Enemies now have a jawbone Enemies now have upper arm bones Enemies now have lower arm bones Enemies now have thighbones Enemies now have shinbones Reworked player arms (again!) to minimize the dreaded inverted elbow. Also overall not as in your face as they were previously and more in line with the implementation of arms in other games while still retaining the physical nature. City map now has working street lights that can be broken by shooting them M16's mag release button now works as the fire mode selector. Mag can be released by manually grabbing it or just moving a new mag next to the old one. Reworked the skybox shader for nicer looking clouds Skybox with stars and moon for night levels Progression counter now gives a message when current progression limit has been reached Missions tab now has pages since the new missions would've made the list too long Shotgun can now be pumped only while holding down the trigger on the leading hand. This is in order to minimize accidental pumps and make aiming easier Enemies now stand up, get upright and start walking faster Enemies now start firing sooner upon seeing the player Enemies can now grab static objects when unbalanced. Previously it was only possible for them to grab dynamic objects, such as furniture and weapons, now it's possible for them to hang off ledges and such when thrown. Fixed weapons that had a chance to insta-gib not doing chip damage. This was most noticeable with the .357 Magnum that had a low chance to insta-gib limbs but sometimes didn't gib when tens of bullets were unloaded into the same limb. Fixed some weapons not leaving bullet holes in the torso Revolvers can now be reloaded from the belt Enemy pelvis height is now set according to distance from the ground to prevent the occasional bug of crouch-walking Fixed new mission types being available before completing the unlock missions for them Fixed infected type missions spawning zombies instead Due to the way the new arms work, overextending controllers can drag your body along with it. Usually this isn't an issue except when you set down your controllers or lose tracking. Enemies sometimes grab the air when attempting to catch their fall Early Access Experimental Update #6 - The Revolver TestJul 23, 2024 - Community AnnouncementsThis update is only live on the experimental branch. To access it, right click BRUTALISTICK VR in your library, select properties and in the Betas tab, select Beta Participation and then the experimental branch. This is due to the fact that I'll be away from my PC for the next week at least and I wanted to get something out there meanwhile for y'all! Changelog: A new weapon type - REVOLVERS Added a .357 Revolver Added a 12 Gauge Revolver Increased recoil for most weapons - Some still haven't been properly tested, if something unexpectedly kicks like a mule with its balls wrapped in duct tape or instead only lightly taps your hand, let me know in the comments or on the Discord server! This definitely isn't as polished as it will be in the actual update. There will most likely be some bugs here and there but it's just a little something to hold you over until then! Early Access Feature Update #5.1Jun 17, 2024 - Community AnnouncementsThis should've been a quick hotfix but I wound up getting sidetracked with future content. Changelog: Added damage overlay to the player to let you know you've been damaged without having to look at the health bar. - I'll probably have to add a directional damage overlay eventually but this is definitely better than nothing. Removed the Start Wave button from the breach missions which caused the wave not to start after killing all enemies in the breach part of the mission. - I did manage to get the wave part to break again after changing the Enemies Alive setting after starting the breach mission but otherwise it seemed to work reliably. If you do encounter issues, try restarting the mission and if the issue still persists, let me know. Fixed weird shadows on edges of some textures - This fix required changing the way some shaders work so there might be a few places where the change caused lower quality textures to appear. If you find any, please let me know on the Discord channel. Now, for the future content I got sidetracked with. I started working on adding a roguelite mode. It's still in early stages but there's functional level generation in place already and a few other features that I'll showcase once they're further along. I don't have a good timeline for this yet but judging by how quickly the first stages have gone, it should be fairly realistic to expect an early version by the end of the summer. {STEAM_CLAN_IMAGE}/44752448/a7ee256217bdb2421d9d874ba8cac95980af4e9d.png A corridor that will link two rooms in the roguelite mode. A tiny teaser showing what the general art direction will look like.Early Access Feature Update #5 - The Ribs Won't Be Caged Any LongerJun 6, 2024 - Community AnnouncementsThank you all for being patient, this update took a bit longer than I intended due to unforeseen circumstances. Although I do hope I can get back on track with more frequent updates again. {STEAM_CLAN_IMAGE}/44752448/05dda46a351a416027d9373a8a14d4e66befd33e.jpg Changelog: New type of missions - Breach Enemy AI (very basic) for the breach missions One new level for the breach missions Enemies now able to run to close distances in straight lines quickly Enemies' bodies now contain a ribcage and a spine that work similarly to the skull Performance ought to be better now due to multi-threaded physics being fixed on Unity's side - The stuttering that happens on some collisions, e.g. when enemies are thrown through windows, is now recognized by Unity's team as a bug so there's hope that it'll be fixed soon. I did try downgrading to an earlier version where this bug was not present yet but that introduced numerous other bugs so we'll just have to deal with this for now. Creations can now be holstered properly, although grabbing them again can cause them to get stuck depending on the grab angle since they get locked in the same position that they were holstered in Enemies don't much like doors for now, they usually either break them down or smack themselves against them Sometimes enemy spawns bug out in the Training Facility level causing physics explosions or random blood pools Early Access Feature Update #4 - The Creation of DestructionMay 8, 2024 - Community AnnouncementsThis update was a pretty huge task, way bigger and time-consuming than I thought it'd be. After lots of trial and error, I managed to create a system that could save creations and is fairly easily extendable with different types of attachment methods, like the nail gun and weld gun right now and basically anything else in the future. Hopefully it'll be improved in the near future to allow the use of modded weapons and even props. This also gave me a pretty good starting point for extending the spawn gun to allow spawning anything and everything in-game, along with content from the workshop. Especially with the new thumbnail generation, which would've required quite a bit of manual intervention previously but is done automatically now. Changelog: Creations made with the nail gun and the new weld gun can be saved and loaded for further use Creations can be uploaded to Steam Workshop - Please note that the visibility for newly uploaded creations is set to private to allow you to change the name before making it public Added a stasis field to the Main Hub to make creating more complex creations easier. Creations made there can be saved. Automatic thumbnail generation for creations Added a weld gun to link two objects together Added a progress bar when uploading to the workshop Fixed mod loader failing to retrieve mods in some cases Only weapons can be used in creations right now Creations that are too long can get stuck inside walls or floors when spawned Modded weapons can't be used in creations (for now) Early Access Feature Update #3.2Apr 29, 2024 - Community AnnouncementsChangelog: Added support for multiple grab points Added support for multiple rigidbodies on one weapon Added support for events on secondary button clicked - See the Motorblade Example Mod on the Workshop to see an example of how this can be used Added support for dynamic grabbing outside of grab points - This can be used for half-swording, for example Collisions between fast moving objects should be more stable now Early Access Feature Update #3.1Apr 23, 2024 - Community AnnouncementsChangelog: Added support for multiple stab directions, added an example to workshop and the GitHub page Fixed modded weapons' audio not slowing down during slow-motion Fixed modded weapons disappearing after restarting a level Fixed orientation issues with modded weapons on the weapon wall Punch force multiplier can now be set to any previously bought level by clicking on the upgrade orbs - If there's a need for the other upgrades to work the same way, let me know! Early Access Feature Update #3 - Get to the Workshoppa!Apr 21, 2024 - Community AnnouncementsWe now have Steam Workshop and modding support!!! This may not be the largest update content-wise but it'll surely plant a seed that'll bear the content fruit soon enough! Expect further updates to the modding framework as it is very barebones with support for only melee weapons for now but firearm and map mods will come soon. Changelog: Added modding support and integrated Steam Workshop - Only melee weapons are supported for now, more will be added on the go Be sure to check the modding framework's GitHub repo if you're interested in creating mods! This also added capabilities for stat tracking and achievements in the future Added a wrench and an extra long wrench to commemorate the workshop update All levels should have marginally better performance thanks to disabling shadows on some set-pieces that would never be able to cast a shadow Added custom blood colors that can be set using RGB values. - This doesn't apply to wounds or gore for now, only the blood Changed Vive controllers secondary action to trackpad middle click (untested) Early Access Small Update #3Apr 12, 2024 - Community AnnouncementsChangelog: Enemies with armor can be grabbed reliably and have a reduced chance of physics explosions Holding a grenade while it explodes no longer causes your hand to get stuck mid-air Reworked enemy spawning logic to avoid multiple spawns inside each other/telefragging Lifesteal now properly activates with dismemberment kills Slicing weapons no longer dismember through armor and deal much less damage on blows to armor Early Access Feature Update #2 HotfixApr 11, 2024 - Community AnnouncementsChangelog: Fixed upgrading any stat to max level causing the Upgrade UI to break Early Access Feature Update #2 - HAMMERTIME!Apr 9, 2024 - Community AnnouncementsChangelog: Added 3 different small hammers Added Nailgun and Nail Rifle Fracturing and slicing performance greatly improved Nailgun nails can be used to join two objects together or pin something or someone against the wall or floor Eyeballs a little easier to pop out of sockets again Reduced chance of enemies spontaneously exploding due to grabs, especially with already dismembered limbs Fixed 100BMG Rifle price Fixed the Scientist's outfit Added Warhammer and Battleaxe to shop (previously only accessible in Sandbox) Sandbox waves can now be continued after completion (adds an extra 50 enemies to the wave) Early Access Small Update #2 HotfixApr 6, 2024 - Community AnnouncementsChangelog: Increased the force required to pop out eyeballs Fixed multipliers not applying to mission rewards Fixed Scientist unlock mission Changed Farmland and Church level assets to possibly help performance - Let me know if it helps, since I'm unable to reproduce the performance drops on my system Early Access Small Update #2Apr 5, 2024 - Community AnnouncementsChangelog: Added an experimental launch option for OpenXR runtime which hopefully has better performance - OpenVR is still recommended for Valve Index due to OpenXR not supporting finger tracking Slicing or otherwise fracturing enemy heads no longer forces their eyes to pop out Slow motion upgrades fixed, previously they were stuck on a level somewhere in the middle between the lowest and highest levels Early Access Feature Update #1 - Not the Only Sword-Twirler in This TownApr 3, 2024 - Community AnnouncementsChangelog: Added melee enemies - Still an early work in progress so feedback is very much welcome Added Melee and Mixed waves Added earnable reward multipliers for all missions to make earning money easier {STEAM_CLAN_IMAGE}/44752448/7bb63930c4b35143f78654e032ec7396d43c7cc9.jpg Performance and FPS stability greatly improved all-around for a very small upfront performance cost Dismembering made easier and works more like you'd expect it to - Might be a bit too easy now, feedback for this is also welcome Player arms reworked to no longer obstruct vision as much, although they may still glitch out sometimes. This also made elbow hits easier. Expect more updates to this in the future In some cases performance in certain levels will inexplicably drop - If you notice this, please send me a bug report on Discord with details on what level it occurred in and what you were doing when this happened Melee enemies with Greatswords don't really know how to wield it but at least they think they look cool with it! Though their hits are still pretty devastating once they manage to get a hit off Melee enemies might get their weapons stuck in their armor Enemies sometimes get stuck after spawning and will take some time until they start moving again