BRUTALISTICK VR
Playing now
57−18 vs. yesterday
32%of peak
All-time peak
178Jun 2026
Playing now
57−18 vs. yesterday
All-time peak
178Jun 2026
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Game update | Early Access Feature Update #10, Patch 2 I'd like to start off by apologizing for the bug I accidentally introduced last update that caused some of the remaining enemies to not be counted as dead. I didn't catch it during my testing and truth be told, I couldn't reproduce it deliberately either. I made my best educated guesses as to what the cause might be and hopefully that has been enough to fix it. If not, I added some safeguards t… | 24171684 | |
| Game update | Early Access Feature Update #10, Patch 1 I figured out why the sharp weapons sometimes bounce instead of chop, particularly in the case of fast attacks. Essentially it tries to resolve the collision even if it should chop. With lower velocities, the bounce is not strong enough to override the chop/stab calculations but once they get fast enough, it bounces away with enough force to interrupt the chopping on the same frame. The physics… | 24028121 | |
| Major update | Early Access Feature Update #10 - Split Foes & Death Throes This was one of the hardest updates I've tackled so far. The logic behind it all broke my brain more times than I can count and all the features took more care to implement than I anticipated. Making the framework behind the new sharp weapons already took a while, implementing it for each and every existing (and new) sharp melee weapon made the process take even longer. I hope the result makes… | 23830087 | |
| In-game event | Early Access Feature Update #9.7 - 'Tis But A Scratch Changelog: · Bullet holes, slash wounds and blunt trauma now have gore textures in addition to blood · Wounds are now dynamic and not decal based · Blood on bodies and the environment can receive more details (no longer completely bloody or not bloody at all but has blending instead) · Gore and blood textures don't disappear from body parts after dismembering · Improved blood puffs (now also re… | 21864790 | |
| In-game event | Early Access Feature Update #9.6 - Music To My Ears Happy holidays, everyone! Changelog: · Music! Featuring 3 original tracks, one in the main menu and two for the missions. Expect additional tracks in the future. · Completely overhauled audio system. · Firearms sound louder, punchier and echo better · Improved impact sounds for all melee weapons (blades sound like blades, blunt objects sound like blunt objects, not just a single thwack for all… | 21298126 | |
| In-game event | Early Access Feature Update #9.5 - Spinners and Losers I'd like to start off by apologizing for the long gap since the last update. Life got real busy really quickly but it seems likely that I'll have a bit more time from now on. In any case, I hope you enjoy the update despite it being on the smaller side! Happy Halloween! Changelog: · Physical revolvers! Cylinders can be spun using your hands, the environment or the enemies. The ejector rod is ph… | 20625696 | |
| In-game event | Early Access Feature Update #9.4 - Ware the House At? This time I've managed to fit a few suggestions in this update and fixed some of the most glaringly obvious and common issues. Changelog: · Added enemies that wield two-handed firearms · Enemy firearms can now be used by the player (limited ammo and can't be reloaded) · New Warehouse map with a bunch of new props that have been added to the spawn gun as well · Spawn Gun now has Undo and Clear A… | 19758723 | |
| In-game event | Early Access Feature Update #9.3 - Cosmetics, Without The Lootboxes This was supposed to be a small update with only a spectator camera but I didn't like the way the player looked, so smooth and shiny... So I wound up making a whole cosmetic overhaul, including new hats for both enemies and the player, different glasses for both and a few new outfits, that now have to be purchased. This adds a ton of variety and personality to the enemies so your odds of seeing… | 19293190 | |
| In-game event | Early Access Feature Update #9.2 - Not Gonna Let This One Slide This update has been a long time coming, physics-based slides and bolts did not seem feasible for the longest time but now we have 'em. Keep in mind that while I did test it out on every weapon at least once, there may still be a few bugs here or there where the weapon might not behave quite as you'd expect. Just let me know if you encounter anything like that and I'll do my best to quickly fix… | 18958617 | |
| In-game event | Early Access Feature Update #9.1 - Let's Take a Crack At It Along with this update, Firearm Modding now has documentation on the framework's wiki, go check it out if you're interested in making mods. ( Link to GitHub page ) Changelog: · Added breakable bones and snappable necks . Breaking the neck or spine results in an instant kill · Outlines are back! Enemies and the player now have outlines as a return to the demo and trailer visuals. If you prefer t… | 18857861 | |
| In-game event | Early Access Feature Update #9 - Yo Dawg, I Heard You Like Bones Changelog: · Added support for firearm modding · Greatly increased the stability of enemies - Also includes the helmets and accessories · Improved 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 range · Reworked the recoil of some weapons, mainl… | 18724140 | |
| In-game event | Early Access Feature Update #8.1 - Lock, Stock... 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 shotgu… | 17697105 | |
| In-game event | Early Access Feature Update #8 - In This Moment, The Physics Are Euphoric This 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 s… | — | |
| Game update | Early Access Feature Update #7.1 Changelog: · 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… | — | |
| In-game event | Early Access Feature Update #7 - Santa Ain't The Only One With A Workshop The 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 littl… | — | |
| Game update | Early Access Feature Update #6.1 Changelog: · 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… | — | |
| In-game event | Early Access Feature Update #6 - What A Horrible Night To Have A Curse This 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 · .357 Magnum and 12 Gauge Revolver no lon… | — | |
| Game update | Early Access Experimental Update #6 - The Revolver Test This 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 ·… | — | |
| Game update | Early Access Feature Update #5.1 This 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 cause… | — | |
| In-game event | Early Access Feature Update #5 - The Ribs Won't Be Caged Any Longer Thank 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. 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 · Enem… | — | |
| In-game event | Early Access Feature Update #4 - The Creation of Destruction This 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 u… | — | |
| Game update | Early Access Feature Update #3.2 Changelog: · 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 o… | 14211002 | |
| Game update | Early Access Feature Update #3.1 Changelog: · 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… | — | |
| In-game event | Early Access Feature Update #3 - Get to the Workshoppa! We 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 - O… | — | |
| Game update | Early Access Small Update #3 Changelog: · 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 dea… | — | |
| Game update | Early Access Feature Update #2 Hotfix Changelog: · Fixed upgrading any stat to max level causing the Upgrade UI to break | 14020385 | |
| In-game event | Early Access Feature Update #2 - HAMMERTIME! Changelog: · 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… | — |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.