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Hard Bullet News

Melee Throws, Jump, Sprint, Arena Destructions, Gun Sounds and more!

New Player Controls

We've completed extensive behind-the-scenes work and successfully upgraded to Unity 2022. This upgrade opens up many new possibilities, and we're excited to introduce several of them to you today!

[h2]Throwing Redesigned[/h2]
Because of physics nature of Hard Bullet, throwing things was always a tricky part. Today we present new throwing mechanics with optional auto-aim. Variuos weapons now can be thrown differently.

[h3]Knives[/h3]

Grab the handle for a straight throw, or grab the blade for a spin throw.
[h3]Axes and Swords[/h3]

Thrown axes will spin during their flight towards the target.
[h3]Spears and long sticks[/h3]

Should be thrown over the shoulder, like in real life. The throw's distance depends on how hard you throw.
[h3]Firearms and Props [/h3]

Will try to simulate real world physics.


[h2]Jump Updated[/h2]


We're excited to unveil a new, reimagined jump ability, combining the best features from various versions of Hard Bullet over the years.

Jump on Button Release: This key update changes how jumping works - now, the jump activates only after releasing the Jump button. The duration of the button press determines the jump's height.

Slowmotion Jump: For a more powerful leap, hold the jump button longer. This type of jump deactivates slow motion mid-air, adding a cinematic feel, especially useful in long corridor shootouts.
You have the option to disable Slowmotion Jump in the Settings if you prefer.

Control Schemes for Jump Ability: Lastly, we've introduced a choice between two control schemes for the Jump Ability. You can stick with the 'Stick Up' or switch to using the 'A' (or Touchpad) Button, depending on your preference and controller.



[h2]New Stick dead zones[/h2]
Updated stick dead zones so jump and crouch will be much more responsive and there should be less situations when you accidentially turn while jumping.


[h2]Sprint Added[/h2]
You now have the ability to move at varying speeds, allowing you to better adapt to different environments and situations. The stick movement is fully analog, so you can move slowly through challenging areas or sprint towards your goal in open arenas.

By default, clicking the left stick initiates running, but you can customize this in the Sprint Options at any time:
  • Click Left Stick: Sprint, then return to walking when you stop.
  • Hold Left Stick: Hold the stick down in one direction to start running. Walking eventually will become sprint.
  • Always Run: Stay in sprint mode continuously.
  • Always Walk: Disables the Sprint feature entirely.


[h2]New Hand Positions and Better Grab[/h2]
We've redesigned hand offsets for all controllers to more accurately reflect the grip position of virtual firearms and their real-world counterparts.

These changes will take effect immediately after the update, and will reset any previous offset adjustments. You can readjust the offsets in the Control Settings to better suit your playstyle if the new defaults aren't quite right for you.

Additionally, we've improved the grabbing mechanism for distant objects, making it much easier to reach and grab items that are far away.


[h2]Other Controls Improvements:[/h2]
  • Improved how your arms interact with thin walls, columns, and other static level elements. This enhancement should significantly reduce glitching and teleport your hand (with weapon) closer to your body when needed. Temporary removed due to unexpected issues.
  • Empty front holsters will no longer prevent your hands from grabbing distant objects.
  • An option to completely disable the player's body model. You'll see only small transparent spheres representing your palms.
  • Index: modified the touchpad functionality — it now activates on click rather than just hover.
  • Added Options to Turn Off Leg Kicks, Crouching and Strafe movement.



Arena Narratives and Destructions


A key aspect of Hard Bullet has always been not only its intense gore but also the array of deadly mechanical objects in the arenas that can be used against enemies.

This update introduces a subtler, narrative-driven approach to brutality, moving away from the direct style of earlier versions. We're also adding new interactive objects in the arenas, including parts that can be detached with a shot or other types of damage.

We're excited to present two updated locations and are diligently working on enhancing the others!


[h2]New Kowloon and Market[/h2]


A great example of this approach is the updated Kowloon Arena. It's no longer just a backstreet dotted with brutal machines. Instead, it's transformed into a car repair workshop where features like hanging hooks and working drills are an organic part of the environment.

The Market arena has also been refreshed. It's now a larger space that accommodates the improved game speed and player movements more effectively. We have big plans for this area, so expect to see more updates and iterations in the future.


[h2]Animated Skyboxes[/h2]
We've implemented a new skybox featuring moving clouds in the sky. We plan to continue enhancing our locations to improve game world and athmosphere.


[h2]Grab Surfaces everywhere[/h2]


Most small elements within the levels are now climbable, allowing you to access different parts of the arenas without limitation.

Essentially, anything that appears grabbable can be grabbed: this includes pipes, window frames, stair railings, and more.


[h2]New Ammo and Enemy Generators[/h2]


We've introduced new user-friendly models for the ammo workshop and enemy generator. Both are now accessible in the Hand Spawner Menu, allowing you to add extra generators in any arena.

The Ammo Generator is simplified with two key points: one for placing the future bullet and the other for the firearm. Just press the button to "enchant" the gun with your chosen prop.

We've also improved the prop grabbing mechanism. Now, when you pick up an object, it turns into a small miniature and reverts to its normal size once removed from the workbench.


[h2]Other Arena Improvements:[/h2]
  • Improved sparks from bullets on all metal surfaces to look better.
  • Fixed roofs colliders on some arenas.


[h2]Gun Sound Rebalance[/h2]
We've updated the reverberation of certain sounds, ensuring you experience the full impact of every gunshot and click from our firearms. Additionally, we've introduced a separate Audio option for Firearms sounds, allowing you to adjust the balance to your preference.

Tweaked the sound volume and range for Drill and Grinder machines.


[h2]Enemy Updates:[/h2]
[h3]Enemy Spawn Updated[/h3]
Finally eliminated annoying performance glitch on enemy spawn when starting waves. No more spikes on wave start for flawless Hard Bullet experience.
[h3]Other Enemy Improvements[/h3]
  • Smaller bullet calibers like 9mm will create smaller blood splashes on walls than big ones.
  • Gore: New option — Mid Violence which includes bullet holes and blood splatters but dismemberment and deep wounds are disabled.


[h2]UI Changes:[/h2]
  • Added one more Intro Screen with most common User Experience options.
  • Moved all 'Swap Controls' options to Controls Tab.
  • Updated the Settings layout with colored table rows for a more visually appealing look and easier text readability.
  • The Tip icons have been moved to the left for a more intuitive design.
  • To view a Tip, click the (?) icon, which opens a window on the right. You can close the Tip by clicking the icon again or scrolling through the menu.
  • Added more Tips for your convenience.
  • The pointer for interacting with UI elements will now always be active when you hover over the Menu field.
  • Corrected the script display for Arabic and Hebrew languages.


[h2]Firearms Updates:[/h2]

[h3]Increased Damage for Calibers:[/h3]
  • .32. and .38 to 25 (4 body shots to kill enemy without armor)
  • 9mm and .45acp to 34 (3 body shots to kill enemy without armor)

[h3]Other Firearms Improvements:[/h3]
  • Lever Action: Resolved a bug where it could be placed in holsters with the lock open.
  • Pump Shotguns: Addressed issues where the pump could still be moved even with the 'Move When Empty' setting activated.
  • Moss500: Fixed an issue with a malfunctioning pump.
  • Grenade Launchers: Reduced the explosion distance for grenades from 5 meters to 2 meters.
  • Introduced new models for Muller PL and Rosebox.




[h2]Our games on Winter Sale[/h2]
Don't miss out! All our games are part of this Steam Sale. Make sure to check them out! Wish you the best and thanks for choosing Hard Bullet!

Nevrosa: Escape — ardeco roomscale horror is 50% off and has Trading Cards!

Find your way out of strange lab and meet creatures from another world.

Ultimate Booster Experience — extreme ride to launch yourself into 2024 with 65% discount.

Ultimte party strarter and fun for the whole family!
[h3]Want to save more? [/h3]
We have lots of different bundles, it's up to you to select:

GexagonVR Blockbusters Collection is 43% off now.



[h2]Small Update 12-22-2023[/h2]
  • Stopped accidental SteamVR launches when selecting the Oculus version.

  • Tactical: Fixed a glitch that could happen when rapidly inserting magazines into weapons, affecting not only magazines but almost any object. Everything should work smoothly now.
  • Pistols: Fine-tuned the recoil for Gretta9, Flock17, and a few other models.
  • Shotguns: Resolved an issue where the pump could move freely after the first shell is loaded, regardless of pump settings.
  • Thrown Pencils will now fly correctly.

  • To improve performance, we've removed resource-intensive mist layers from locations.
  • Enhanced the saving functionality for various options and parameters in the Wave Spawner and Enemy Generator.
  • All spawned Generators can now be removed using the Remover Tool.
  • Introduced the ability to spawn enemies in the Intro scene.
  • Updated arena lighting for a better visual experience.
  • Resolved issue when climable columns could disappear or turn transparent.

  • Made enemy helmets removable with shots again.
  • Fixed the visibility of the paper bag in 'Hands Only' mode.









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Bugfixes & Improvements Update

[h2]Bugfixes[/h2]
Fixed a bug that caused enemies to fall over too easily in the arenas. This small patch should fix most of those awkward situations.

We're also working on new models and other big enemy updates. Stay tuned for our next devlog post on Steam, coming either later this month or early October, for more details.

[h2]Improvements[/h2]


Added a feature to disable color correction during slow motion. You can find this option in the Graphics section of the Pause Menu.








Current game version: EA 0.3.16.4

[h2]Related Devlog Posts:[/h2]

Bugfixes & Improvements Update



[h2]Improvements[/h2]
  • Updated in-game models for Muller 5K and Bruise.
  • Added game version to Pause Menu for better bug tracking.


[h2]Bugfixes[/h2]
  • Pistols: Pulling back the slider may cause loss of a bullet from new magazine.
  • Pistols: Manually returning the slider when automatic return is on could result in multiple bullets being lost.


Current game version: EA 0.3.16.3

[h2]Related Devlog Posts:[/h2]




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Bugfixes & Improvements Update

Small Update with bugfixes for the latest Majour Update.

[h2]Bugfixes & Improvements[/h2]
OLD HITBOXES: NEW HITBOXES:
  • Ragdolls: Improved hitboxes for the head, shoulders, and upper-back zone for more accurate shots detection.
  • Settings: Resolved a bug where enabling "Remove Thrown Guns" could unintentionally remove props and arena parts.
  • Deadend: All pipes can now be climbed.
  • Deadend: Adjusted colliders to remove situations when you could get through thin roofs and fall under textures.


[h2]4th of August Small Update[/h2]
  • Controls: Fixed an issue that blocked Jump/Crouch controls on some VR devices.
  • Bullets: Corrected the lighting effects not being applied to fired 9mm and .45 ACP cases.
  • Bullets: Adjusted the correct calibers for the Judge (.45C) and Repeater (.44Ev).


[h2]Related Devlog Posts:[/h2]




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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.
  • 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).







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