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Hard Bullet News

Hand Poses, Performance Update, QoL Improvements and What's Next

[h2]Arena Performance Improvements[/h2]
Huge rework of lighting on all arenas, improved visuals, added some details and the most important — FPS boost. Here are some noticable examples:

Dead End Sandbox

Stairs

Baths


[h2]Hand Poses[/h2]


Custom poses for all game firearms are here! No more wacky grabs, clipping fingers and other immersion-breaking visual glitches. Hold your guns like you should.




[h2]Sound Updates[/h2]

It took a while but we finally find a new partner to help us with sounds — Volkov Studio! Check out their Youtube or website.

Guys already did a good job with break-actions and are adding brand new sounds for Hard Bullet revolvers today.

This is just the start as sound team is full of great ideas and clever solutions, so prepare to hear some changes in the future updates!


[h2]Other Bugfixes & Improvements:[/h2]
  • Revolvers: Added Recoil;
  • Revolvers: Added two new revolvers — Bodyguard and Rhino;
  • Pistols: Now can be hold for the second hand grab point alone;
  • Gore: 9mm deal more visible damage to enemy head;
  • Gore: Shotgun body damage effect depth increased;
  • Ammo Workshop: Revolvers can be used too;
  • Armory: Tuned distance to show/hide weapons on stands;
  • UI: Added a scroll element to some Settings tabs;
  • Reduced size on drive from 18Gb to 15Gb;


[h2]Things we are working on[/h2]
Here are some cool things we are working on right now, some you'll see quite soon, but some will take months, let's dive into our plans together!

[h3]More Virtual Cameras[/h3]


More tools for content makers to create impressive machinimas and show Hard Bullet from new angles. We plan to add possibility to switch between several cameras that you can place on arena. We also are working on innovative AI camera that should follow player as he goes though levels.

And of course we'll finally be able to see the main character's face reactions!


[h3]Lever Action Rifles[/h3]


After delivering you break action and revolvers, the most tricky type of firearm is left — the lever action rifle. We plan to ship those during March-April period.


[h3]Raid* Game Mode[/h3]
Our try in large arenas like City Rooftops gone quite well so we decided to move further and started working on new game mode with working title Raid. *It does not mean we want you to assult somehting, it just sounds nice.

This also includes long-awaited AI update and some narrative so we'll be a step closer to more complex things like Story mode in the future.

There is no strict date for this new game mode, we'll show some progress in Devlogs when we'll be ready.




[h2]Related Devlog Posts:[/h2]







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Bugfixes & Improvements

  • Wave Spawner: Fixed spawn issues for bots;
  • Enemy Generator: Fixed permanent immortality;
  • Dead End Sandbox: Fixed Optimisation issues;
  • Speedloader: Now UI shows correct options;




[h2]Related Devlog Posts:[/h2]







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Melee Weapons Reworked, Revolvers, New Sandbox and More Improvements

[h2]Melee Reworked[/h2]
[h3]Sharp Moves[/h3]


Waving weapons around is easier and your hits are much more precise now. Cut, chop and pierce your enemies as never before!


[h3]New Damage from Bladed Weapons[/h3]
Piercing damage depends on the length of the blade and distance it went inside the body. It will make ragdoll fall to the ground and moan, or instantly kills it if you pushed too far.


Enemies with weapons in their bodies will fall to the ground and recieve damage over time until death.



[h2]Revolvers[/h2]
New weapon family — revolvers!

Today you'll meet three types of revolver cylinders: Top-break, Fixed and Swing-out — all sure are tricky to load, especially when you are doing it one by one.

Happy to share that we have a Speedloader option for you — choose it in the Interactions in the Settings and it will appear in your hand when needed.




[h2]Dead End — Classic Sandbox is back![/h2]


And agian, you asked and we delivered — meet our first sandbox level from 2020 Hard Bullet in brand new look.

It is the same size location with all the brutal activities on their places. We are going to add more details and objects during further updates.


[h2]Other Bugfixes & Improvements[/h2]
  • Break Actions: Injectors added — now you can notice how injectors pull out the bullets when you open the barrels;
  • Break Actions: Hummers now move correctly;
  • Welding: You can weld things and ragdolls to Wall Targets and Climbing Holds;
  • 5.56 Rifles and Some SMGs: sliders now move correctly;
  • Ammo Bench: if you charm a shotgun-type weapon its new pallets won't stuck on shot as it used to happen before;
  • Arena Selector: Returned Action to Pause Menu Arenas list;
  • Some sound bugs removed;


[h2]Known Issues[/h2]
  • Revolver Cylinder may rotate in wrong direction sometimes;
  • Lack of some sounds;


[h2]Region Prices Change in January[/h2]


In the beginning of the next year we are going to revise prices in most regions, which probably will result in 20-40% price rise.
The USD price stays the same $19.99.

We will use recommended Steam prices algorithm, so there won't be any manual changes, just the prices Valve thinks are the best.

Amid new Valve price policy, the there is one more reason why we have to make these changes. After successfully relocating our team from east-european war and establishing new EU office we faced new challenges and unexpected expenses that may need help to cover.

We are happy to have so many users all around the world and believe that war and violence should be met only in games but not real world.


[h2]Related Devlog Posts:[/h2]







Join our communities to directly talk to us:
▬▬▬ DISCORD ▬▬▬ TWITTER ▬▬▬ MODS ▬▬▬ PATREON ▬▬▬

Bugfixes & Improvements

[h2]No Waist Ammo UI Tweaked[/h2]


Added a possibility to enable reloads right from the Pause Menu. You can turn it ON again from any Wave Spawner on arenas or sandboxes.

Sorry for the inconvenience.


[h2]Other Bugfixes & Improvements[/h2]
  • Fixed Health modes not switching at City Sandbox;
  • Fixed giant bots stuck in walls after creating them with Enemy Generators;
  • Tuned ZeroG field color again;
  • Rebaked lights at City Sandbox;



[h2]Related Devlog Posts:[/h2]







Join our communities to directly talk to us:
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Arena Spawner Modes, Teasing Revolvers, Performance Improvements


[h2]Wave Settings[/h2]
Added more settings to Enemy Waves Spawner on Arenas. This will add new challenges and inreach your experience.

New Player Settings:
  • Added new Health mode — only 50% from default amount.
  • Waist Ammo on/off — turn Waist Ammo off (to False) so you won't be able to take new magazines from your waist and have to find new guns on arena or take them from enemies.
More Enemy Settings:
  • Minutes Remain — set how long the wave should last. Adds 5 minutes with every click.
  • Total Enemies — set how many enemies you need to beat until the end.
  • No Firearms — enemies won't use any guns, just their fists.



[h2]Teasing Revolvers Progress[/h2]


After bringing you break action fun, it's time to add another family of awesome weapons that make you feel soooo op. Ability to rotate the cilinder is here too.




Some other cool features we hope to add this year:
  • Reworked bladed weapons mechanics;
  • New design for Ammo Workbench and Enemy Generator;
  • Proper hand poses for firearms;

We'll try to add some holidays-related stuff, however, we have a lot to do and there is a chance this time we won't add so many things like we used to.


[h2]City Sandbox Improvements[/h2]


We mostly worked on performance and there are still a few things to do in the future. Right now we added a few solutions to improve FPS for some situations but there still may be spikes, we are working on further improvements.

Added More Zipline Handles - now you can put more ragdolls to the ride or ride together with them like in a deadly theme park with guns. We also tweaked the rail road a little so ragdolls should not glitch so much during rides anymore.



[h2]Region Prices Change in January[/h2]


In the beginning of the next year we are going to revise prices in most regions, which probably will result in 20-40% price rise.
The USD price stays the same $19.99.

We will use recommended Steam prices algorithm, so there won't be any manual changes, just the prices Valve thinks are the best.

Amid new Valve price policy, the there is one more reason why we have to make these changes. After successfully relocating our team from east-european war and establishing new EU office we faced new challenges and unexpected expensess that may need help to cover.

We are happy to have so many users all around the world and believe that war and violence should be met only in games but not real world.


[h2]Related Devlog Posts:[/h2]







Join our communities to directly talk to us:
▬▬▬ DISCORD ▬▬▬ TWITTER ▬▬▬ MODS ▬▬▬ PATREON ▬▬▬