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HARD BULLETNews4th of July Event, Mag Physics, Enemy Spawn Fixes, UI & Arena Updates
In-game event

4th of July Event, Mag Physics, Enemy Spawn Fixes, UI & Arena Updates

HARD BULLET · published 2 Jul 2026, 21:51 UTC · build 24028598

All newsPlayers around this dateRead on Steam

Hey everyone, welcome back to another patch!

Today, we want to start with a big one.. yeah. A huge fix that you've all been waiting for a long time.


We believe we finally fixed the issue of enemies not spawning in RIDE mode, annoyingly resulting in endless runs.


You will now proceed to the next wave directly, instead of looking for the missing enemy. This has been an issue for some of our players for a long time - and we believe we FINALLY have a fix for it!Here is a quick summary of the rest of the updates for those who don't like to spend their time reading long patch notes.

  • 4th of July: Uncle Independent Character and Beautiful Free Weapon Skins

  • Mag Physics Improvements

  • User Interface Updates — You'll see more UI updates during Summer!

  • Quality of Life Improvements

  • New Sounds for Enemies

  • Weapon Updates

  • New Lighting on Hangar & Helipad Arenas


And if you're interested in reading more, here we go!


🦅 4th of July — New Character Outfit & Weapon Skins

Celebrating a big date for our U.S. players — Yeehaw!


This time we're giving everyone a set of awesome gun skins for some of the United States' most iconic firearms, along with a brand-new player outfit: Uncle Independent! This guy definitely knows a thing or two about cool guns... and looking good while using them.


We also gave the game lobby a festive makeover, so you can deliver some very important, very beautiful, tremendous high-rating speeches whether it's to yourself... or to those poor puppets.


Player/Character System

  • Calibration: We've reworked the calibration system once again. There's no longer any need to T-pose or switch between sitting and standing modes. Calibration now happens automatically when the game launches, and you can recalibrate or change height anytime from General Settings. We're already working on a more adaptive calibration and player body system for future updates.

  • Movement: Dead enemies no longer block your movement. They're still fully interactive — you can shoot them, hit them, kick them, or grab them — but you'll now pass right through them. So don't be surprised if you end up waist-deep in a pile of bodies after an intense fight!

Physics on Weapons

  • Physical gun mags.

  • Mag-hit-mag ejection.

  • Break-action weapons now close physically.

  • Magazines can now be inserted mid-air.

  • Distant Grab: Coming later this month! You'll be able to attract magazines from a distance, just like guns and other weapons.

Enemy Audio & Behavior Improvements

We're continuing to improve enemy behavior and immersion. This update adds a whole range of new voice and sound effects:

  • Enemy Height: Adjusted the size and height of all enemy puppets. We'll continue refining this system to create a more natural and diverse enemy roster. Let us know what you think!

  • Breathing: Characters now use different breathing sounds depending on the situation.

  • New voice lines for melee attacks.

  • Added footstep sounds.

  • More accurate mouth movements during shouting.

  • New voice reactions when grabbing enemies — no more hearing just "Hey!".

  • Added clothing movement sounds while walking and getting up.

  • Fixed: Enemies no longer switch to a "boxer" stance after losing their weapon.

  • Fixed: Enemies no longer run in a melee stance while holding a pistol.

Weapon Updates

  • Reworked open-bolt SMGs to use the correct open-bolt firing mechanics.

  • 3 new firearms: Killtech, Olympian and legendary Croat 2000.

  • 2 updated gun models: Those two old Gals have been reworked and now share a unified base with the MicroGal, finally bringing the whole family together.

User Interface: Update #1

Happy to start a series of long-awaited UI and UX updates for Hard Bullet — oh, we need to do a lot! Some things were not in the best state for a long time, like gun grab UI or in-game Settings interactions. We're starting to fix those too! Let's meet our first bird: much better interactions with all in-game forms:

Here's the first step toward a smoother experience:

  • Armory: Improved weapon appearance listings, with more convenient gun info and skin selection.

  • Improved scrolling — no more accidentally crouching while scrolling through menus.

  • Hold-to-scroll now works across all UI panels.

  • Sliders now move smoothly without getting stuck or behaving unpredictably.

  • New pointer visuals.

Arenas Updates

  • Hangar: Switched the lighting to bright daylight, giving the arena a more open and lively atmosphere.

  • Helipad: Refined the lighting and added new environmental details along with a new destructible object.

  • New Destructible: Server Unit — blasting these will trigger a spectacular electrical explosion. (Yep, we're slowly making our way toward electricity)

Bug Fixes

  • RIDE enemy spawn issues: The game now checks the number of spawned enemies.

  • Fixed: Break-action weapons can now be grabbed correctly with the off-hand anywhere.

Extra

  • Added Omni One for Quest support, allowing players to walk and run physically in-game for enhanced immersion and active gameplay.

Thank you very much for your support. ❤️

We are aware that some of our players experienced serious issues with the last few patches. Hopefully, this patch will solve most of your problems. Please let us know how it goes, especially if you experience any issues with enemies not spawning during your RIDE runs!

If you're still experiencing some annoying bugs and issues, please let us know - we are watching!

Check out our Socials and have a chat with us!

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