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Hard Bullet News

Control Changes for Index and Vive. Hands Controls Swap option added.

[h2]Main/Off hand controls swap[/h2]

Now changing hand controls works correctly for all controller models. You can swap button mapping in Player Settings.

[h2]Index Controls Changes[/h2]

Made some changes according to user feedback, this will affect experience for older users.
  • Jump is on both Touchpads.
  • Slow Motion and Pause Menu swaped. Slow Motion is on Left Hand now!


[h2]Vive Wands new Options[/h2]

Now you can choose the way you interact with Trackpad panel when you move or turn.

[h2]Sandbox UI Changes[/h2]
Sandbox is far from being a user-friendly place and we are trying to improve it. These small updates should make creators life a little easier.

[h3]Gravity Field is bigger[/h3]

So you can get most of its space to create new crazy things.

[h3]Physical buttons changed to 2D UI[/h3]

To prevent accidential wave launches or terminations and better work with zero gravity field.


[h2]Vive Cosmos Support[/h2]

Works since October but today we can officially confirm — gen 1 Cosmos controllers work with Hard Bullet just fine!


[h2]Related Devlog Posts:[/h2]


Rooftop Arena and Improvements Wall Jump and Airkick New Brutality





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Some Bugfixes and Improvements

[h2]Changes and Updates[/h2]
  • Increased Player's HP regeneration.
  • Airkick will make enemy step back instead of just fall.
  • Rooftop: Added Scream to enemies who are falliing down into abyss.
  • Some inner recoil improvements that will make gunplay and moving with guns while shooting more comfortable.


[h2]Bugfixes[/h2]
While shooting with pistols, bullets won't damage player anymore.


[h2]Related Devlog Posts:[/h2]


Rooftop Arena and Improvements Wall Jump and Airkick New Brutality





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New Arena: Rooftop, Hands, Arms and Distance Grab updated

[h2]New Arena: Rooftop [/h2]


We want to thank everyone who voted and helped us to choose this Arena! Here it is — the Rooftop inspired by our favorite Christmas movie.

This half-destroyed skyscraper with an open roof area will add DIEHARD vibes to your daily Hard Bullet doze.

Threw enemies from the top and be carefull not to fall off the roof yourself!

We will continue to work on this location and restart a Voting on our Discord soon with new cool map ideas to choose from!

Happy Thanksgiving!




[h2]Player Arms Reworked (again)[/h2]

We've pushed a lot of Player Body updates during last weeks and will continue to work on it further. Here are some important new things coming with today's update:
  • Greately improved two-handed firearms handling. Now it's more comfortable to aim and turn when holding big guns like rifles and shotguns. Small ones handle better too.
  • Melee Weapons are more responsive, hits and cuts are stronger.
  • Removed all situations when meele could stuck in the air after hit with another weapons.


[h2]Improved Grab and Distance Pull[/h2]
Spear-like weapons won't collide with your body or stuck in your legs when you pulling them from a distance.


When jumping into your hand, weapons will be pulled by the middle part of a handle, removing situations when they were grabbed by the very end resulting in akward hand poses.


This Arms Update and new Rooftop arena may bring some bugs and issues, so please, leave your feedback on Forums and Discord so we can fix them like we usually do!

[h2]Other Improvements on Arenas[/h2]
[h3]Sandbox Changes[/h3]
  • Custom Ammo and Welding Tool moved closer to the Melee weapons for better access to them.
  • Enemy Generator moved closer to the center of the area so large puppets won't get into some Sandbox Presets.

[h3]Armory Doors[/h3]

Brought back automatic doors to the Armories on Arenas. This will improve performance on all systems.

We also made various small visual improvements and optimization on Baths, Market and Kowloon arenas.

[h2]Other Changes & Improvements[/h2]
  • Removed situations when pulled weapon moved slower than player and could not reach the hand.
  • Firearms won't push player when holding them with both hands.
  • Fixed: Hand gets unresponsive and pose stucks after releasing a weapon or a body part.
  • Fixed: Low jump when holding an enemy body.
  • Fixed: Inner organs popping out with red artifacts after fast dismemberment.
  • Fixed: Artifical turn speed bug.


[h2]Temporal Limitations[/h2]
We tried our best but still not all features are here yet. Here is a list of most noticable. They arrive rewoked and improved — some are almost here, others will take time.
  • Removed real-time shadows.
  • Removed Waves spawner, only Endless now.
  • Lack of sounds.
  • No Destructions.
  • Basic Enemy AI.
  • Inserted mags are not physical.


[h2]Honorable Creations[/h2]
Death Tunnel by Walk The Plank

Knife Bag by Fudgy

Spike Field by Nelson Galactico VR


[h2]Related Devlog Posts:[/h2]


Wall Jump and Airkick New Brutality Physics Update and Beta closed





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Grab Settings, Bugfixes & Improvements

[h2]Changed how Grab works for Mags and Breach[/h2]
Now you can choose the best way to interact with your firearms and ammo:
  • Both Grip and Trigger (like in Boneworks) — now default one.
  • Trigger only (just like it was before and how it is in Pavlov).
  • Grip button only (why not, huh?).


[h2]Partial fix for hands turning backwards[/h2]
Some bugs popped up after we changed how hands work in slow motion and we are gonna fight them all!
Today's fix should remove some annoying situations.

Also, checked that hand twisting bug is removed from all arenas. Thanks for reports!


[h2]All guns from Armory come with mags[/h2]
Now when getting a gun from Armory it will be loaded, so you can start shooting right away!


[h2]Crash Log reporter/sender[/h2]
This should help us figure out some crash issues. Fingers crossed!
Please, press Send Report button if you got such an issue.


[h2]Arcade Reload Bugfixes[/h2]
A rare situation when after autoreloading you grab a mag and it jumps back into its place won't happen anymore.


[h2]Related Devlog Posts:[/h2]


Wall Jump and Airkick New Brutality Physics Update and Beta closed





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Reworked Jump, Player Body Bugs Fixed

Hi, today we rolling out some long-awaited bugfixes and Impowered Jump as a part of Player's Body Updates.

Latest progress allows us to smash those bugs that were here since we gone full-physics this summer. Say goodbuy to crooked aiming in slow motion, turning backwards body and a couple of shooting bugs.


[h2]Jump Improved[/h2]


Now jumps are higher during runs and more powerfull in slow motion. Combined with wall jump, this ability can give you a significant tactical advantage during shootouts.

We are open to your feedback and ideas. This is not the final version of Jump. Let's see how this new brand one works out! Reach us on Steam forums or Discord.


[h2]Aiming in Slow Motion Reworked[/h2]

Now grabbing with two hands in slow motion works flawlessly and nothing prevents your aiming anymore. Playing with your weapons during bullet time became easy and intuitive!


[h2]Backwards Body Bug Fixed[/h2]
Player's Body won't twist or turn backwards if tracking was lost for a moment. Now you can take off your headset and come back to Hard Bullet whenever you want without finding yourself looking at your butt in VR.


[h2]Shooting and Hands in Slow Motion[/h2]

During slow motion, fast-shooting guns like SMGs could push player backward and intervene while shooting in the air. We fixed this recoil bug so you can move as an unstoppable akimba through arenas!

We also improved the way you hold guns with two hands in slow motion and find this setup much more stable.


[h2]Some Delays[/h2]
We have a band-news-good-news situation here.

Unfortunately, our Sound Update got delayed — we planned to share some first updates during November, but COVID realities got our partners, so do not expect any sound improvements till December.

The bright side is — our team can devote more time for planned AI Updates, so stay tuned cause those guys will become more clever very soon!


[h2]Related Devlog Posts:[/h2]


New Brutality Physics Update and Beta closed





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