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.

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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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