BRUTALISTICK VR

Kubunautilus

Released
Mar 31, 2024
Platforms
Last updated
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Updates & announcements

20 posts
  1. Developer post

    Early Access Feature Update #10, Patch 3.2

    Changelog: Added option to switch between controller-based and headset-based movement Slightly redesigned Controls tab in the settings to look cleaner Fixed enemies in Infection mode not reanimating

  2. Developer post

    Early Access Feature Update #10, Patch 3.1

    This is an experimental patch since I wasn't able to reproduce the crashes introduced in Update #10 Patch 3 myself. Since Patch 3's slicing improvements were multi-threaded, I presumed the crashes were related to sub-threads trying to read info from the main thread which isn't su

  3. Developer post

    Early Access Feature Update #10, Patch 3

    The star of this patch is the improved chopping/slicing behavior, faster and heavier hits are now better at slicing, as they should be. Additionally, a lot of errors got fixed including the fatal error that caused crashes to desktop, full VR runtime crashes or even blue screens,

  4. Developer post

    Early Access Feature Update #10, Patch 2

    I'd like to start off by apologizing for the bug I accidentally introduced last update that caused some of the remaining enemies to not be counted as dead. I didn't catch it during my testing and truth be told, I couldn't reproduce it deliberately either. I made my best educated

  5. Developer post

    Early Access Feature Update #10, Patch 1

    I figured out why the sharp weapons sometimes bounce instead of chop, particularly in the case of fast attacks. Essentially it tries to resolve the collision even if it should chop. With lower velocities, the bounce is not strong enough to override the chop/stab calculations but

  6. Developer post

    Early Access Feature Update #10 - Split Foes & Death Throes

    This was one of the hardest updates I've tackled so far. The logic behind it all broke my brain more times than I can count and all the features took more care to implement than I anticipated. Making the framework behind the new sharp weapons already took a while, implementing it

  7. Developer post

    Early Access Feature Update #9.7 - 'Tis But A Scratch

    Changelog: Bullet holes, slash wounds and blunt trauma now have gore textures in addition to blood Wounds are now dynamic and not decal based Blood on bodies and the environment can receive more details (no longer completely bloody or not bloody at all but has blending instead) G

  8. Developer post

    Early Access Feature Update #9.6 - Music To My Ears

    Happy holidays, everyone! Changelog: Music! Featuring 3 original tracks, one in the main menu and two for the missions. Expect additional tracks in the future. Completely overhauled audio system. Firearms sound louder, punchier and echo better Improved impact sounds for all melee

  9. Developer post

    Early Access Feature Update #9.5 - Spinners and Losers

    I'd like to start off by apologizing for the long gap since the last update. Life got real busy really quickly but it seems likely that I'll have a bit more time from now on. In any case, I hope you enjoy the update despite it being on the smaller side! Happy Halloween! Changelog

  10. Developer post

    Early Access Feature Update #9.4 - Ware the House At?

    This time I've managed to fit a few suggestions in this update and fixed some of the most glaringly obvious and common issues. Changelog: Added enemies that wield two-handed firearms Enemy firearms can now be used by the player (limited ammo and can't be reloaded) New Warehouse m

  11. Developer post

    Early Access Feature Update #9.3 - Cosmetics, Without The Lootboxes

    This was supposed to be a small update with only a spectator camera but I didn't like the way the player looked, so smooth and shiny... So I wound up making a whole cosmetic overhaul, including new hats for both enemies and the player, different glasses for both and a few new out

  12. Developer post

    Early Access Feature Update #9.2 - Not Gonna Let This One Slide

    This update has been a long time coming, physics-based slides and bolts did not seem feasible for the longest time but now we have 'em. Keep in mind that while I did test it out on every weapon at least once, there may still be a few bugs here or there where the weapon might not

  13. Developer post

    Early Access Feature Update #9.1 - Let's Take a Crack At It

    Along with this update, Firearm Modding now has documentation on the framework's wiki, go check it out if you're interested in making mods. ( Link to GitHub page ) Changelog: Added breakable bones and snappable necks . Breaking the neck or spine results in an instant kill Outline

  14. Developer post

    Early Access Feature Update #9 - Yo Dawg, I Heard You Like Bones

    Changelog: Added support for firearm modding Greatly increased the stability of enemies - Also includes the helmets and accessories Improved the stumbling and staggering of enemies (less likely to simply fall on their arse) Tactical Shotgun and Stockless Tactical Shotgun Melee en

  15. Developer post

    Early Access Feature Update #8.1 - Lock, Stock...

    Changelog: Added break action shotguns Added regular checks to kill enemies that may have fallen through the map and prevent mission completion Raised the stiffness of player arms, no longer as wobbly with fast movements or strong forces and no more shoulders at ear level Three n

  16. Developer post

    Early Access Feature Update #8 - In This Moment, The Physics Are Euphoric

    This has been a long time coming. The idea has been taking shape for quite a while in my head and I finally felt the theory was solid enough to start building upon it. So here we are, enemies that properly react to getting shot and hit. They don't just fall to the ground when dyi

  17. Developer post

    Early Access Feature Update #7.1

    Changelog: Enemy upper bodies now have a more accurate collider. Should have more reliable behavior with wounds, flowing blood and overall collision accuracy. Enemies now have flowing blood from their wounds again Dynamic objects now receive blood splatters again Mission progress

  18. Developer post

    Early Access Feature Update #7 - Santa Ain't The Only One With A Workshop

    The workshop expands! Now supporting map and prop mods with a nice Spawn Gun overhaul to support mod prop spawning along with all the base game physics items! In addition to this, I've upgraded Unity to a new major version, which is also part of why this update took so long. But

  19. Developer post

    Early Access Feature Update #6.1

    Changelog: Slash and stab wounds finally correctly reflect the orientation of the blade Slashing is now possible when holding the weapon against a body part, not just with new hits Throats can now be slit causing the enemy to bleed out in a few seconds with a pulsating blood stre

  20. Developer post

    Early Access Feature Update #6 - What A Horrible Night To Have A Curse

    This update took way too long to release and for that I apologize. In return, I hope you'll accept my peace offering of the largest update so far! Changelog: 2 new types of missions - Zombie and Infection Zombies and infected enemies Night modes for Church, Farmland and City leve