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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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Bugfixes & Improvements for Recent Update



Calibration: We've added a Standing/Sitting mode selector before calibration. If you've previously deactivated this at start-up, you can always switch between modes and recalibrate via the General Settings.

Controller Offsets: The button to open the Offsets Menu has been returned to the Controls screen.
Holster Offsets: Fixed an issue where one of the leg holsters would not move.

Lever Action: Now, the lever only moves after you press a button and it won't open itself — only if you set choose option in Interactions Menu.

Revolvers: Resolved an issue with placing the Bodyguard (small black revolver) into holsters.

Tips: Added a Tip for Lever Action reloading.
Tips: Increased the font size and provided more space for text.

UI: Made several improvements throughout the user interface.


[h2]Related Devlog Posts:[/h2]
Lever Action Rifles, Virtual Cameras, New Outfit, UI Updates



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Lever Action Rifles, Virtual Cameras, New Outfit, UI Updates

Hi all! We wanted to thank everyone who participated in our Open Beta and everyone who sent us bug reports during these weeks. Folks, you are awesome!

Today we're closing the Preview Beta branch until next time and launching this major update. Let's check it out together!


[h2]Lever Action Rifles[/h2]


We're introducing a new weapon type to Hard Bullet — the kind that makes you feel truly awesome! Get ready to do some serious loading with these bad boys.



We plan to add more lever action rifles during future updates.


[h2]Virtual Cameras[/h2]
We've built several Virtual Cameras that will help you showcase your gameplay from new perspectives. You can adjust all of them using settings, create your own presets, and even switch between them with your keyboard!

[h3]Action Camera[/h3]
This is a spawnable, small camera that you can place in the air or attach to physics objects. All created cameras share a single settings preset, which you can change.



Camera will stay in the air where you place it. You can pull it like a weapon from a distance.



To weld Action Camera to a physics object, bring the camera closer until the welding line appears. Release the camera and it will stay welded to the chosen object.



Each Action Camera appears with a number on it — switch between them in the Camera Settings or your assistant (lucky you!) can switch between them using the same numbers on PC keyboard.



The Action Camera has the following settings. Note that all Action Cameras share the same preset, meaning you cannot modify settings per camera — changes apply to all cameras at once:
  • Switch to player — The broadcast will automatically switch to the nearest action camera to the player.
  • Return to position — If the camera loses sight of the player, it will rotate back to its original direction set when placed.
  • Turn after player — The camera will pivot to follow the player in place until they leave its view.
  • Horizontal Auto-Alignment — The camera automatically aligns to the horizon, parallel to the ground. Disabling this feature allows you to set the camera at any angle.

[h3]3rd Person Camera[/h3]

This one shows player from the side. We made several presets for you and you can make up to 5 more.

Perhaps the most interesting option is the Follow Camera — an AI-controlled camera that follows the player and keeps them on screen. While it may not be as sophisticated as in some true 3rd person games, and it has its flaws, we are actively working on improvements.

Our goal was to eliminate the need for a live preview window, allowing you to simply enjoy your bullet hell fun in Hard Bullet, while the Follow Camera handles the rest.

[h3]Forehead Camera[/h3]


This one is an updated version of Wide FOV Camera we had before. Now you can change the FOV and camera positions.

[h2]Updated UI and Launch[/h2]
[h3]New First Launch[/h3]


Upon launching, you'll now be asked to choose a language and perform a body calibration.

We've reworked the hand length calculation, aiming for more realistic player body proportions. You can always disable this feature in the Settings.

You can choose to skip these steps and jump right into the lobby after launching Hard Bullet. These settings can always be adjusted later in the Menu.

We've replaced country flags with country names for easier navigation and better language selection. All missing translations have been added, so now everything, including Help/Tips menus, can be read in your preferred language.

[h3]New UI Elements[/h3]
Help Tips
Hover over a question mark sign next to some settings names to get a brief description. Please, let us know which in-game settings or mechanics you would like to see explained.

Units
Where necessary, height is shown in metric units and all scale proportions now display percentages.

Checkbox and Hidden Options
We've replaced Yes/No options with checkboxes. Sometimes checking a box may reveal additional options.

Stick Scroll and AutoScroll
We've added a scroll feature for long lists — you can use it with a pointer or the Stick on your controller. For some long Tip texts, we've implemented an auto-scroll feature that slowly moves the list up after a while.



[h2]Player Updates[/h2]

[h3]New Hero Outfit[/h3]


This is the first version of our hero's appearance. We plan to add more outfits as well as facial expressions in future updates.

We've retained the option to switch to the old jungle outfit, wear a paper bag in place of a face, and of course, you can always disable the body entirely.

[h3]Movable Holsters[/h3]


You can now detach holsters from the physical body and adjust their positions. You can change positions for chest, leg, and belt ammo holsters.

[h3]Body and Hands Calibration[/h3]
We added more complex calibration to better align your virtual and real body.


[h2]Other Improvements[/h2]


Lighting: We've improved lighting at all locations and added new light effects on metal gun parts.
Force Feedback: Added feedback when howering weapons you can grab.
Options: Added the possibility to switch off artificial turn entirely.
Options: Added option to keep or remove thrown magazines. You can choose to remove all, remove only empty ones, or keep them on arenas in any state.
Revolvers: Updated fastloader models.
Sounds: Added ambient sounds to some arenas and sandboxes. We'll keep adding more sounds to arenas in future updates.
New Languages: हिंदी (Hindi), עברית (Hebrew), Norsk (Norwegian), Română (Romanian) and Magyar (Hungarian).


[h2]Bugfixes:[/h2]


Bruises: Returned flesh deformation, so enemies will display visible skin damage rather than just color changes.
Ragdolls: Removed the invisible volume in enemy mouths, allowing guns to be placed inside again.
Pistols: Magazines can now only be removed by pressing the DropMag button (B). You won't be able to remove it with your other hand.
Pistols: Fixed a bug where grabbing a locked pistol slider could invert its movements.
Pistols: Corrected an issue where grabbing with the second hand didn't work if you had passed the pistol between your hands beforehand.
Revolvers & Break-Action: Fixed excessive "loading" when using fast-loaders or inserting extra shell blocks.
Break-Action: Now, thrown shell blocks divide into separate shells you can use.
Break-Action: Thrown shell block ammo won't glitch on the ground anymore.
Pump Shotgun: Forend could get stuck if moved without any shells inside.
Wave Spawner: Minimum dead body count is now set to 1 to prevent awkward enemy disappearance after death.
Wave Spawner: Fixed a bug where enemies would appear in T-poses under certain Wave settings.
Violence: Fixed an issue where volumetric blood did not appear from torso wounds.


[h2]Related Devlog Posts:[/h2]
Public Beta Launch



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Public Beta Launch: Virtual Cameras, Lever Action Test, New UI and more!



Hi, today we launch Open Update Preview with lots of new stuff for players and content makers. Some things are so complex that we still have not decided wether they will get into the final version or not.

How to switch: in Steam open Hard Bullet Properties, go to Betas tab and select preview - Public Beta.

Bring your feedback and ideas to our Steam Forum and Discord Community

This is first time we do such public preview of upcoming updates, hope we'll continue this practice in the future.

Soon you'll find what else is in this beta and what's planned for furture May Update (this May, no strict date), but for now let's dive into two most important features!

[h2]Virtual Cameras[/h2]
We built several Virtual Cameras that will help you show your gameplay from new perspective. You can tune all of them using settings, create your own presets and even switch between cameras with your keyboard!
[h3]3rd Person Camera[/h3]

This one shows player from the side. We made several presets for you and you can make up to 5 more.

Probably the most interesting option is Follow Camera — this is an AI controlled camera that follows the player and keeps they on screen. Maybe it's not so complex like in some true 3rd person games and has its flaws, but we are working on them.

Our idea here is to get rid of live preview window, so you can just have your bullet hell fun in Hard Bullet and Follow Camera will do the rest.

[h3]Action Camera[/h3]


This small cute camera will stay in the air where you place it. You can use built-in Spawn Tool or just grab it with your hand. You can't weld it to objects yet.

Action Camera appears with a number on it — switch between them in the Camera Settings or your assistant (lucky you!) can switch between them using the same numbers on PC keyboard.


[h3]Forehead Camera[/h3]


This one is an updated version of Wide FOV Camera we had before. Now you can change the FOV and camera positions.

[h3]Still in work[/h3]
And this is not all! Some cool cameras we are still working on:
  • AI-controlled Action cameras that will turn on when the player is nearby, letting you move through arena and always stay in focus.
  • Welding for Action Cameras so you can attach them to guns and enemies.
  • More keyboard controls for creator's IRL assistant to switch between cameras.
  • Tracking Camera to keep player in the viewport.



[h2]Lever Action Reloading Test[/h2]


We've been experimenting with lever action weapons to find the better way to reload them in Hard Bullet style.

Please, tell us what do you think — reloading may feel unintuitive at first (especially with two hands), but it becomes easier as you learn. Probably. Or not. That's why we are doing this tests huh.

You'll find a lever action gun in the Dead Box sandbox over a green cube in the center of the arena.

There are some options similar to those we have for pump action shotguns to choose better mechanic for you. Visit Interactions Settings to choose.



[h2]Other Changes[/h2]
A few words about other interesting things you'll notice in this beta:
[h3]New UI and Launch[/h3]


Starting options are still work-in-progress as we plan to add more complex height calibration. You can set checkbox to skip them and jump right into lobby after you launch HB. You can always find those in General the Player settings.

Changed country flags to country names so it's more convenient to find familiar words and make the right choice. Also, let's all welcome new languages: हिंदी (Hindi), עברית (Hebrew), Norsk (Norwegian), Română (Romanian) and Magyar (Hungarian)!

Tips translations are not ready, but all the other UI elemetns are here. Please, contact us if you think you have a better idea for some options on you native language.

[h3]New UI Element — Tips[/h3]


Hover over a question mark sign near some settings names and you'll get a short description. Please, let us know what options in game settings or mechanics you'd like to see explained.

[h3]New lighting on weapons[/h3]


Last graphics update cut the guns visuals a little and they started to feel more blank or saturated. Today we adding new awesome visual and lighting reflections to weapons and arenas.

This is the most optimized and good-looking setup we've ever done to Hard Bullet and we are very satisfied with these results.

Bring your feedback and ideas to our Steam Forum and Discord Community


[h2]What else will be in May update:[/h2]
  • Lever Action firearms;
  • New switchable player outfit and face;
  • AI Cameras that turn on when player is nearby;
  • Welding for Action Cameras;
  • Sitting mode improvements
  • New height and body calibration;
  • Controller feedback when grabbing guns;

...and hopefuly all the improvements we come up with during this beta!


[h2]Sharing some progress[/h2]


Just teasing new hairs that are in work. Won't get into May update, but probably will go to the next one.

[h2]Related Devlog Posts:[/h2]







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