Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
BRUTALISTICK VRNewsEarly Access Feature Update #6 - What A Horrible Night To Have A Curse
In-game event

Early Access Feature Update #6 - What A Horrible Night To Have A Curse

BRUTALISTICK VR · published 10 Oct 2024, 19:32 UTC

All newsPlayers around this dateRead on Steam

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 longer experimental (now in main branch)
  • Added .44 Fat Revolver with a cyberpunk design
  • Added M16 with select fire capability

  • 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
More from BRUTALISTICK VR

Other announcements

All news
Game update14 Aug 2026Early Access Feature Update #10, Patch 3.2Changelog: · Added option to switch between controller-based and headset-based movement · Slightly redesigned Controls tab in the settings to look cleaner · Fixed enemies in Infection mode not reanimatingGame update10 Aug 2026Early Access Feature Update #10, Patch 3.1This is an experimental patch since I wasn't able to reproduce the crashes introduced in Update #10 Patch 3 myself. Since Patch 3's slicing improvements were multi-threaded, I presumed the crashes were related to sub-threads trying to read info from the main thread which isn't supported in Unity. Again, operating under assumptions but hopefully this will fix it. Let me know if you still experie…In-game event8 Aug 2026Early Access Feature Update #10, Patch 3The star of this patch is the improved chopping/slicing behavior, faster and heavier hits are now better at slicing, as they should be. Additionally, a lot of errors got fixed including the fatal error that caused crashes to desktop, full VR runtime crashes or even blue screens, and the performance was somewhat improved. Changelog: · Greatly improved slicing at higher velocities · Added volume…