Hey everyone, long time no see. 👀
As you might have noticed, there were some more October updates we planned on the roadmap - we weren't able to ship them with the Halloween Update, so here they are!
Enemies just got new faces!

Today we're adding four new enemy heads to the enemy pool! Three of them feature unique new looks, while the fourth is something special — a masked enemy hiding his identity behind a balaclava.
New Mod-Friendly Beta Branch on Steam!

Today, we're adding another version of HARD BULLET to Steam Betas, designed to make modding significantly easier!
This version runs without IL2CPP, making it more open and accessible to modders. Performance might be slightly lower compared to the main release branch, but that's not going to stop hardcore modders, right?
Unfortunately, we're still unable to provide additional modding tools or official support from our side. However, we believe that experienced mod creators will be able to add their own content to the game, just as they did before.
And with all the modern tools and resources available online these days, modding might be easier than ever!
We're excited to see what the community comes up with!
End of Halloween (But It Will Be Back!)

With this update, we've removed the Halloween decorations and festivities from the main Game Lobby. The event itself is over, but don't worry — the Tomb arena and its unlockable rewards will be back very soon!
In our next update, planned for the end of this month, we'll bring the Tomb back as a separate Killhouse inside the new Sandbox map we're currently working on. You'll be able to replay the event and unlock all its rewards, even if you missed them during Halloween!
We plan to keep this tradition going forward, making all future seasonal events replayable in their own environments.
No more missing out on events or their rewards!
Bug Fixes & Improvements
Player & Controls:
Holster Positions: Fixed customized holster positions not saving correctly. They should now persist after restarting the game.
Melee Combat: Reduced fist damage by 50%.
Default Controls: Jump is now assigned to a button by default, while Kick is activated by pushing the right thumbstick up.
Settings: Resetting settings now preserves your calibrated height, vertical offset, and seated/standing mode.
Hand Physics: Fixed cases where the player's hand could stretch unnaturally due to collisions with held objects.
Hand Collisions: Fixed an issue where hand collisions sometimes remained enabled after repeatedly grabbing weapons.
Warehouse: Fixed an issue where players could fall through the metal stairs at the beginning of the level and in other areas where the same stairs are used.
Weapons & Interactions:
Weapon Grips: Fixed misalignment between controller grab directions and weapon grips across affected weapons.
Hand Poses: Improved hand poses when holding weapons and added a unique hand pose for the Mag7 magazine.
Snake Teaser: Fixed an incorrect grip position.
Melee Weapons: Fixed weapons shifting out of position when switching between regular and reverse grips while moving. Grip switching is now prevented if the new position would collide with a wall.
Weapon Interactions: Weapons stuck in objects or enemies can no longer be flipped or placed into holsters.
Break-Action Weapons: Fixed various issues introduced during the recent rework, including problems with pulling weapons that have moving or jointed parts toward the player's hand.
Revolvers:
Cartridge Ejection: You can now eject cartridges by shaking the revolver. Improved motion detection when closing the cylinder to prevent accidental ejection.
Physical Ejector: The ejector can now physically interact with more objects, including walls and environmental surfaces.
Cylinder Interactions: Improved the accuracy of cylinder interactions, including distance detection and rotation gestures.
Object Pulling & Grabbing:
Weapon Pulling: Improved weapon rotation when pulling weapons through the air. They now align more accurately with the intended hand grip.
Smoother Grabbing: Added a subtle slowdown just before a pulled object reaches the player's hand, making grabbing feel more natural.
Weapon Stands: Weapons now temporarily ignore collisions with their stands for 0.3 seconds when being pulled toward the player's hand, preventing unwanted collisions.
Enemies & Combat:
Enemy AI: Fixed enemies incorrectly carrying over the player's custom ammunition settings and previous aggression states between maps.
City Mode: Fixed enemies spawning twice during door-breaching encounters.
Enemy Bodies: Fixed several issues with head and limb dismemberment, including incorrect texture copying, mesh initialization errors, and dismemberment effects getting stuck after an error.
Performance: Optimized animated damage detection by removing unnecessary checks and operations when enemies are idle.
Music & Audio:
As we prepare for an amazing music update (we will share more soon!), we've made some improvements to the in-game player:
Combat Music: Music now continues playing between enemy waves instead of restarting. It smoothly becomes quieter during breaks and louder when combat resumes.
Survival & Waves: Music now becomes quieter between waves and stops when the mode is manually ended.
Punch Sounds: Fixed an issue where punch sounds wouldn't play when hitting enemies with your fists.
Lobby Music: Increased the menu music a little.
Bullet Impact Sounds: Restored missing bullet impact sounds! Shooting concrete, metal, enemies, and other materials now produces proper impact sounds.
Sound Occlusion: Added sound occlusion for all sound sources. Walls now reduce the volume of sounds coming from behind them, especially noticeable with loud objects like the Drill, Grinder, and other machinery.
New Gunshot Sounds: Updated gunshot sounds for six weapons: Auto Mag, Core Pistol, Muller V70, Kitsune 14, Ronin 89, and Shinobi PM.
UI & Unlocks:
Event Skins: Locked event cosmetics no longer appear on the player or in the mirror. The Pharaoh Mask now appears in the mirror's customization list only after being unlocked.
Ammo Generator: Fixed the checkbox for controlling the lifetime of spawned ammunition. It can now be enabled properly.
Save System:
Save Recovery: Corrupted save files that cannot be recovered are now automatically replaced with backups. Valid Steam Cloud saves are prioritized when available.
Save Protection: Improved the saving process to prevent data loss. New saves are now written to a temporary file before replacing the existing one. If something goes wrong, the previous save remains intact.
Black Screen & Game Lobby Loading Fix
We've identified and fixed the issue that prevented some players from loading into the Game Lobby after completing onboarding, leaving them stuck on a black screen. The game should now launch properly for everyone!
Unfortunately, the issue turned out to be related to corrupted save files. Our current solution is to automatically replace the corrupted files with new ones.
To make up for the lost progression, affected players will automatically be set to Player Level 15, with a selection of weapon skins and player outfits unlocked.
Unfortunately, we have no way to check exactly what each player had unlocked before their save became corrupted, so we can't restore everyone's progress individually.
We're really sorry about this! We know how frustrating losing progress can be, and we hope these replacement unlocks will help you get back to where you were a little faster.
Please let us know in the comments or on Discord if you're still experiencing any issues!
🎃Halloween Sale
Last but not least, HARD BULLET is currently 30% OFF to celebrate Halloween!
While our journey continues, John Hard Bullet is expecting you to step into the Arena - if you haven't yet! 👀

Thank you for your endless support! ❤️

Check out our Socials and have a chat with us!
