New Controls: Jump, Crouch, Climbing. Leg Kick. Bullet Calibers. New Effects.
Hi! We've always aspired to inject more dynamism into our fast-paced shooter and today's update substantially contributes to this aim.
[h2]Player Updates[/h2]
We've made updates to the Climb and Jump physics, along with the addition of new Leg Kicks and Crouch mechanics. Because of these changes, we've had to adjust the right stick controls. All in-game guidance has been updated accordingly to match your specific VR controllers.
[h3]New Controls Scheme[/h3]
Had to revamp the main hand control scheme to accommodate our new features. This applies to all VR controllers we support.
Jump and Crouch are designated to your right stick, while the 'A' button activates the Ability Slot (Low/High Kick for now). Take a look at this diagram to familiarize yourself with the new layout:

Sure, an updated control scheme for your specific controllers can be found in game.
[h3]Jump, Wall Jump and Player Speed[/h3]

We've overhauled the jumping mechanics to ensure this feature is as smooth and effortless as ever.
Keep holding the stick UP to achieve higher jumps. For a wall jump, simply press it again after hitting a wall, an enemy, or any object in the arena.
To keep things moving, we've also given a slight boost to the player's speed. This is a provisional modification while we work on incorporating adjustable speed controls for the left stick in upcoming updates.
And importantly — we've addressed and resolved all the glitches that could hinder or stop your jumps. Now, every leap is predictable and easy to execute.
[h3]Low Kick and High Kick[/h3]

While there is still a lot to tell what role Abilities will play in future Hard Bullet, we already testing the first active one — Leg Kick.

[h3]Climbing Improvements[/h3]

We've improved the climbing mechanics, so you can once again climb physical objects like crates and ragdoll giants.
While climbing, Press 'Jump' (Up) to propel yourself upwards, aiding your climb onto the object. This currently only works for physics objects and is not yet possible with level elements.

We're planning to fully implement edge-climbing mechanics for non-physics objects (arena parts) in the next update.
[h3]Artifical Crouch[/h3]

We've introduced a Virtual Crouch feature, allowing you to pick up items from the ground without physically crouching in real life. Press Stick Down to get yourself closer to the floor.
You can customize the way this feature works to best suit your play style or turn it off completely in the Player Settings:

[h2]Firearms Updates[/h2]
[h3]Different Bullet Calibers[/h3]
We finally got our hands on those bullets, and though it was a challenging task, we are proud to present 14 different bullet calibers you can now encounter in Hard Bullet!

[h3]Damage Rised and Magazine Capacity[/h3]
We've worked a lot to enhance visual damage, haptic feedback, enemy knock-back, and damage inflicted, making them more realistic to match the changes brought by the new bullet calibers.
We've also revisited the magazine capacities of all firearms, tweaking them to more closely match their real-life counterparts. This change is particularly noticeable in the case of pistol magazines (whose capacity has increased by roughly 1.5 times) and pump shotguns.
Quick reference guide. Please note that some images may not be entirely accurate and use in-game terminology. They are intended to illustrate the new damage and magazine capacities for the current weapons in the game. Apologies for the pictures quality:

With over a dozen distinct bullet types now distributed among numerous firearms, our arsenal is more varied than ever. However, we're not stopping there — we have exciting updates planned for our weapons in the future.
Stay tuned and don't hesitate to share your feedback. Your input helps us improve the game!

[h3]Lever Action Reloading Improved[/h3]

And yes, we plan to add a rotation reload in the future!
[h3]Shots are more physical[/h3]
To make calibers really shine, we changed how enemies phisically react to different shots, for example, shooting into lower leg parts will result in falling, while shotgun chest shots should pull them back.
Overall, this is just the first bird of new enemy interactions, more complex things like new animations and states are planned for future updates.
[h3]Force Feedback for Guns[/h3]
We've finally introduced haptic feedback for all gun interactions — now, you can truly feel every reload and shot like never before!
Should you find the vibrations too intense, you have the option to reduce their strength in the General Settings.

[h2]Gameplay Updates[/h2]
[h3]New Slow Motion Visuals[/h3]

We've updated the slow-motion effects to create more contrast between slow motion and regular time speed, providing an intense focus as you take aim.
In addition, we've introduced a visual effect for flying bullet itself, which not only looks cool but also may help your aiming too. Note that this is just a visual effect only, and no smashed bullet will be found on the ground.
[h3]Arena state after player falls[/h3]

No more wave resets or lost items when you fall off the arena! Now, you'll simply reappear in the Armory and can jump right back into the action with the same wave and all your things in place.
Just remember, if you're holding a weapon with extra welded parts when you fall, it will lose those parts - that's the one thing we haven't fixed yet. But rest assured, we'll figure something out!
[h3]Enemy/Wave Spawn Improvements:[/h3]
[h2]Other Bugfixes & Improvements:[/h2]
[h2]Quick preview of some things we are working on[/h2]
...and there's even more on the way!
[h2]4th of August Small Update[/h2]
Join our communities to directly talk to us:
▬▬▬ DISCORD ▬▬▬ TWITTER ▬▬▬ MODS ▬▬▬ PATREON ▬▬▬
[h2]Player Updates[/h2]
We've made updates to the Climb and Jump physics, along with the addition of new Leg Kicks and Crouch mechanics. Because of these changes, we've had to adjust the right stick controls. All in-game guidance has been updated accordingly to match your specific VR controllers.
[h3]New Controls Scheme[/h3]
Had to revamp the main hand control scheme to accommodate our new features. This applies to all VR controllers we support.
Jump and Crouch are designated to your right stick, while the 'A' button activates the Ability Slot (Low/High Kick for now). Take a look at this diagram to familiarize yourself with the new layout:

Sure, an updated control scheme for your specific controllers can be found in game.
[h3]Jump, Wall Jump and Player Speed[/h3]

We've overhauled the jumping mechanics to ensure this feature is as smooth and effortless as ever.
Keep holding the stick UP to achieve higher jumps. For a wall jump, simply press it again after hitting a wall, an enemy, or any object in the arena.
To keep things moving, we've also given a slight boost to the player's speed. This is a provisional modification while we work on incorporating adjustable speed controls for the left stick in upcoming updates.
And importantly — we've addressed and resolved all the glitches that could hinder or stop your jumps. Now, every leap is predictable and easy to execute.
[h3]Low Kick and High Kick[/h3]

While there is still a lot to tell what role Abilities will play in future Hard Bullet, we already testing the first active one — Leg Kick.
- Press the 'A' button once to perform a Low Kick. This can be used to interact with objects on the ground and quickly damage enemies.
- Hold down the 'A' button to execute a High Kick, which is more powerful. It will deal more damage and pull enemies away from you.

[h3]Climbing Improvements[/h3]

We've improved the climbing mechanics, so you can once again climb physical objects like crates and ragdoll giants.
While climbing, Press 'Jump' (Up) to propel yourself upwards, aiding your climb onto the object. This currently only works for physics objects and is not yet possible with level elements.

We're planning to fully implement edge-climbing mechanics for non-physics objects (arena parts) in the next update.
[h3]Artifical Crouch[/h3]

We've introduced a Virtual Crouch feature, allowing you to pick up items from the ground without physically crouching in real life. Press Stick Down to get yourself closer to the floor.
You can customize the way this feature works to best suit your play style or turn it off completely in the Player Settings:

[h2]Firearms Updates[/h2]
[h3]Different Bullet Calibers[/h3]
We finally got our hands on those bullets, and though it was a challenging task, we are proud to present 14 different bullet calibers you can now encounter in Hard Bullet!

[h3]Damage Rised and Magazine Capacity[/h3]
We've worked a lot to enhance visual damage, haptic feedback, enemy knock-back, and damage inflicted, making them more realistic to match the changes brought by the new bullet calibers.
We've also revisited the magazine capacities of all firearms, tweaking them to more closely match their real-life counterparts. This change is particularly noticeable in the case of pistol magazines (whose capacity has increased by roughly 1.5 times) and pump shotguns.
Quick reference guide. Please note that some images may not be entirely accurate and use in-game terminology. They are intended to illustrate the new damage and magazine capacities for the current weapons in the game. Apologies for the pictures quality:




With over a dozen distinct bullet types now distributed among numerous firearms, our arsenal is more varied than ever. However, we're not stopping there — we have exciting updates planned for our weapons in the future.
Stay tuned and don't hesitate to share your feedback. Your input helps us improve the game!

[h3]Lever Action Reloading Improved[/h3]

And yes, we plan to add a rotation reload in the future!
[h3]Shots are more physical[/h3]
To make calibers really shine, we changed how enemies phisically react to different shots, for example, shooting into lower leg parts will result in falling, while shotgun chest shots should pull them back.
Overall, this is just the first bird of new enemy interactions, more complex things like new animations and states are planned for future updates.
[h3]Force Feedback for Guns[/h3]
We've finally introduced haptic feedback for all gun interactions — now, you can truly feel every reload and shot like never before!
Should you find the vibrations too intense, you have the option to reduce their strength in the General Settings.

[h2]Gameplay Updates[/h2]
[h3]New Slow Motion Visuals[/h3]

We've updated the slow-motion effects to create more contrast between slow motion and regular time speed, providing an intense focus as you take aim.
In addition, we've introduced a visual effect for flying bullet itself, which not only looks cool but also may help your aiming too. Note that this is just a visual effect only, and no smashed bullet will be found on the ground.
[h3]Arena state after player falls[/h3]

No more wave resets or lost items when you fall off the arena! Now, you'll simply reappear in the Armory and can jump right back into the action with the same wave and all your things in place.
Just remember, if you're holding a weapon with extra welded parts when you fall, it will lose those parts - that's the one thing we haven't fixed yet. But rest assured, we'll figure something out!
[h3]Enemy/Wave Spawn Improvements:[/h3]
- Enemy bodies no longer disappear when a wave finishes.
- Resolved the issue of T-Pose enemies appearing with certain wave settings.
- We've addressed the issue where enemies could remain alive while lying on the ground, thus preventing the spawn of new ones.
- The 'Remove Bodies' button in the Pause Menu is now functioning properly and remove enemies added with Spawn Tool.
- Resolved the issue where the limbs of defeated enemies could unnaturally twitch or move when hit or shot.
[h2]Other Bugfixes & Improvements:[/h2]

- Added LIV Support🎉
- Violence: Added presets for quick switching between violence levels.
- Violence: If blood is turned off, decorative blood and blood particles from certain machines will be removed too.
- Options: New option to choose whether weapons can be removed.
- Options: Added a "Reset Settings" button to General to revert all settings to defaults.
- Grenades: Fixed issues with pins visual detach after placing grenade into holster and moving around.
- Grenades: Chest holsters now available.
- Action Camera: Fixed a bug related to two-handed placement.
- Pump Shotguns: Resolved a problem with the second hand rotating or getting stuck inside the pump after trigger pressed. There is a rare situation when it can be done an we work on it.
- Katana: Fixed blade grabbing issue.
- Sounds: Adjusted distance for some sounds.
[h2]Quick preview of some things we are working on[/h2]
...and there's even more on the way!
- Player Physics Improvement: We're continuing to enhance player physics, and improved climbing is just the beginning. Our next goal is to enable edge climbing in different parts of the arena.
- New Control System: We're developing a new control system that will allow complex interactions, such as varying walking/running speeds, animations for finger positioning on guns, more intuitive throwing mechanic and a lot of inner improvements.
- Raid Visuals Tease: We're getting ready to share the first visuals and reveal more about the new game mechanics we're planning.
[h2]4th of August Small Update[/h2]
- Fixed an issue that blocked Jump/Crouch controls on some VR devices.
- Corrected the lighting effects not being applied to fired 9mm and .45 ACP cases.
- Adjusted the correct calibers for the Judge (.45C) and Repeater (.44Ev).
Join our communities to directly talk to us:
▬▬▬ DISCORD ▬▬▬ TWITTER ▬▬▬ MODS ▬▬▬ PATREON ▬▬▬