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Hard Bullet News

Hands Only, New Health Mode, Enemies Drop Guns, Offline Mode

[h2]Hands Only On/Off[/h2]


Now you can turn off the player's body and leave only hands. Some players find such visuals more realistic than having twisting full body, go check it out in the Player Settings and decide yourself!




[h2]Added Health Modes to Arenas[/h2]


After getting lots of positive feedback, we decided to add more Health modes in the future.
So today in the Armory you'll be able to select between:
  • Normal Health — just as it used to be;
  • God Mode — you are immortal;
  • One Shot Kills — you'll die from any shot;

A few more words about Wave Spawner — we are working on saving system that will bring your settings to all arenas so no need to change everything after reloading. Sandbox will save it's settings too during every session. Right now this feature should work with Health modes, saving the mode even after death/restart.


[h2]Enemies Drop Guns when hand is damaged[/h2]


Returned feature when enemies droped weapons after they got hit to the hand. Only gunshots and stabs will work, regular physical hits with fists won't.


[h2]Steam Offline Mode Fix[/h2]

It took us a while but finally Hard Bullet works in offline mode too.


[h2]Related Devlog Posts:[/h2]





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Slider Return, God Mode, Teasing Break Actions, Bugfixes

[h2]Slider Return on Trigger[/h2]


This is the first eteration of this highly-anticipated feature. Right now the Slider will return and chamber a bullet after you insert a fresh magazine and press Trigger.

We are going to gather your feedback and watch your videos to make it more realistic in future updates and add more options, like switching between Trigger and Mag Drop buttons to use.




[h2]God Mode[/h2]


You can become immortal on Arenas if you want to spend more time with ragdolls without restarts. Select Gode Mode in the Wave Spawner in any Armory.




[h2]Violence Settings Updated [/h2]


Added more options and logic to Violence settings. Now you can completely turn off any kind of violence, even from explosions.
  • Turning blood off will turn off all the gore;
  • Added an option to turn the inner skeleton off;



[h2]Enemy Improvements and Fixes[/h2]
  • Angry Faces are more aggresive;
  • Fixed Jaw position for all faces;
  • Fixed eyes positions to move more accurate when following player;
  • Fixed strange .99999 numbers in Enemy Spawner;
  • Fixed enemies not dying if pushed with boosters too far. Now any enemy that falls dramaticaly beneath arena level will die.


[h2]New Arrows in Armory[/h2]


Now arrows to change the loadouts are on top, right next to the name of the loadout. This should help new players discover more guns.


[h2]Other Bugfixes & Improvements[/h2]
  • Welding: Fixed not working with machines, now it works;
  • Real Time lighting added to booter flames. You can turn it on in the Settings menu;
  • Lots of inner code improvements;



[h2]Nearest Updates[/h2]


Work on new types of weapons is going pretty well, here are some examples of upcoming break action weapons. It's still work-in-progress and weapon models are placeholders.




[h2]Related Devlog Posts:[/h2]


New Faces, Group Tool




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New Faces, Group Tool, Bugfixes and Improvements

[h2]New Faces[/h2]


Meet new enemies! These desperate thugs have gathered from all over the world to try and shoot you in the face.

[h2]Group Tool[/h2]


A special Tool that allows to connect multiply explosives into one group and start them all simultaneously. This tool replaces old "knock-to-connect" mechanic and makes it easier to controll various Boosters.
  • Use B (drop magazine) button to switch between Add/Remove to Group and Ignite modes.
  • Press Trigger to Add/Remove to Group or Ignite the connected explosives.
  • Take another Grouop Tool to create another group.
Notice: Endless Booster can be started only with Group Tool.

Group Tool and Boosters are avilable on all Arenas, so good luck flying over Kowloon and Rofftops!

[h2]Sandbox Updated[/h2]
  • New lighting and visuals for Ammo Workshop and Zero-G field;
  • Large hall to fly to the top;


[h2]Ammo Workshop Improved[/h2]


Brought more logic to the Ammo Workshop and how guns work with different ammo types:
  • It's possible to create a pistol/machine gun clip with any ammo, so pistols will shoot with shotgun pellets or grenades;
  • All 12-gauge are the same, you can use any 12-gauge shell with any shotgun without changing them;


[h2]Fists and Objects Damage[/h2]


Increased hand damage to be more significant. Now you'll be able to beat enemies to death with your fists or surrounding objects. Things like floors and walls deal damage too.

Slightly decreased visible damage from blants and fists to look more realistic and less awkward.


[h2]Bugfixes & Improvements[/h2]
  • Added Second holster on the back;
  • Front holsters work with swords again;
  • Enemy Spawner: body skin now changes accordingly to chosen enemy head;
  • Returned Whacky Cast cap;
  • Removed lots of visual glitches from dismemberment and explosions;
  • Fixed situations when hand could stuck in some pistols and grenades;
  • Sticky grenades are more sticky and grabing them is better;
  • Added Office Chair to Props in Spawn Menu;
  • Added a pop-up with a tip to some objects in Armory;


[h2]Small Update from the 5th of August[/h2]
  • Fixed: Bots walking endlessly after last gun was taken from them;
  • Fixed: Immortal enemies going silent after being beheaded. Now they will cry again;
  • Fixed: Grenade Launcher reloading issues;
  • Changed Boosters loadout in Armory a little;


[h2]Related Devlog Posts:[/h2]


Explosive Update Part Two Explosive Update Part One



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Explosive Update Part Two: Boosters, Rocket Launcher and more!

[h2]Grenade Launcher[/h2]


When shooting from close range, bullet won't detonate but will deadly hit enemies instead.



[h2]Boosters: Drag and Explode[/h2]


You can connect multiple Boosters into one group so they will be activated all together at a time. Take two boosters and push them one against another so both get a white contour around them which indicates they are together. You can add as many Boosters as you like.

You can create multiple groups. When holding a chain-connected booster in your hands, it will highlight all the other boosters that are connected.

To start Group Boosters simply start one of them — you can bring an extra booster with you to use it as a group launch button from the distance.
We made some changes in UI to help new users and improved experience of the older.


To start Group Boosters simply start one of them — you can bring an extra booster with you to use it as a group launch button from the distance.



[h2]Rocket and Firecracker[/h2]


Rocket and Firecracker from New Year update are back and will stay in Explosives menu with others.



[h2]UI Improvements[/h2]
[h3]Image Effects Options[/h3]


Now you can choose between two available modes.
  • Default — is Unity standard visuals set, good for all VR devices.
  • None — to get rid of any post processing at all.

We'll return previous Post-Prosessing as an option too — it had some issues with additional Streaming camera.

[h3]Graphics Presets[/h3]


It took too much time to change in-game graphics on the go, so we decided to make this changes apply only after you restart the game completely.

[h3]Scene Loading[/h3]
Added a Loading sign during scenes changing.

[h3]Ask before Quit[/h3]
To prevent unexpected game shut downs, we added a dialogue that will ask you before leaving the game.


[h2]bHaptics Suit Support[/h2]


Finally, it's here! Big thanks to bHaptics team for giving us an opportunity add their awesome device to our game. Expect to feel the following events:
  • Shooting with shotguns, rifles, pistols, smgs one and two -handed;
  • Explosions;
  • Head damage;
  • Body damage;
  • Player's death;
  • Fist hits;
  • Jump and wall-jump;
  • Putting big weapons on your back;


[h2]Bugfixes & Improvements[/h2]
  • Gore: Removed visual face and body glitches after explosions. Now they deform models not so viciously;
  • Zero-G: non-welded objects are movable again. The welded ones will be active after you turn Zero-G off;
  • Zero-G: Affects Props/Physics objects again;
  • Welding: Removed visual glitches, Welding Tool can be grabbed from distance like other objects;
  • Fixed situations when hand could not grab any objects after an object was released;
  • Sandbox: Player is immortal again;



[h2]Modders Community[/h2]


We want to thank guys from our Discord like squidylad, Hazzy and others who try to build a modding community around Hard Bullet.

Right now our team cannot help modders as much as we want and hope we'll be able to get into this in the future.

You can get more info from our Discord and join Modders Discord if you want to take a part.

You can find Hard Bullet mods at Thunderstore and Nexus.


[h2]Nearest Updates[/h2]
  • More faces for enemies;
  • Return of Demo to Steam;
  • Breake-Action Grenade Launchers will come with Break-Action type of weapons.



[h2]Related Devlog Posts:[/h2]


Explosive Update Part One Nearest Updates and New Roadmap



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Explosive Update Part One: Grenade, Sticky Bomb and Claymore; New Arena


[h2]Frag and Sticky Grenades[/h2]
We made Grenades as simple as in any other VR-shooter, but with some physics updates.

Both types use the same control scheme:
  • Take grenade with one hand.
  • With your other hand's Trigger button grab the Pull Ring and take the Pin out.
  • Throw the grenade and you can see the Lever fly off and the grenade explode.
Notice:
  • You can grab and move grenades for the Pull Ring. Rapidly pull it out to activate the detonation.
  • You can remove the Lever with the hand that holds the grenade — press Trigger to set it free after you took the Pin out.


Sticky Grenade

Has visible indication that will start counting last seconds before explosion after you pulled the Pin out and released the Lever. As you may guess, these grenades will stick to anything, even to each other!


[h2]Claymore[/h2]
  • Press Trigger to activate Claymore detectors and legs.
  • Release Claymore where you want it to stand. Do not worry, it always lands on its legs.
  • Watch them fly.



[h2]Explosives in Ammo Workshop[/h2]


We know you love Custom Ammo so we decided to tune how different explosives will work with it. And do not forget to set a limitless lifespan of those bullets or they will disappear after a while!

Frags and Claymores will be activated right after you shoot. Grenades will detonate after a short time and Claymores will stay in alert mode and explode when met with an obstacle.


Stickies won't ignite instantly and may be stored until you shoot them with a regular bullet or remove the Pull Ring by hand.



[h2]Explosives in Sandbox Spawner[/h2]


Sandbox Spawner Menu works as usual, you will find new and future explosives in the Explosives tab.

To prevent Stickies making a total mess on spawn, a tip is to collect them one-by-one from a big sticky pile — use distant grab!



[h2]Basement Arena[/h2]

We wanted to show you a new side of Hard Bullet experience — darker and more brutal.

This terrifying basement was inspired by famous thriller and horror movies and creates a unique dread athmosphere. What maniac lived here? What terrible tortures did he commit to his victims?



[h2]New Lighting[/h2]
Added new lighting effects so all arenas got much better look. However, we got some issues with Streaming Camera on OpenVR devices, so for now it will show less saturated image than the player gets in game.

Everything is fine on Meta (Oculus). Working on Fix for OpenVR. Here is a Tip how to reduce this effect on Index, Vives, WMRs etc:


[h2]Some Bugfixes[/h2]
Fixed distance grab for Welding Tool and hand pose when holding.


[h2]Related Devlog Posts:[/h2]


Sound Overhaul Update Nearest Updates and New Roadmap



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