Homebrew is a physics based vehicle sandbox where creativity is key.The game is developed with a passion for science, input of the community and a belief that your imagination should be the only limit when it comes to what you can build.
User reviews:
Recent:
Very Positive (13 reviews) - 100% of the 13 user reviews in the last 30 days are positive.
Overall:
Mostly Positive (447 reviews) - 72% of the 447 user reviews for this game are positive.
Release Date: Nov 14, 2014

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

We want to create a game with a vast world where you can build almost every type of vehicle and challenges that you can imagine for both yourself and other players as well. This means that Homebrew is a huge project in terms of content, systems and features and we think that Early Access will provide us with the necessary player input to shape/improve the game.

Approximately how long will this game be in Early Access?

We want to release a stable game with the planned features in it. Since we have the foundations of our game we'll be fixing bugs and adding content more frequently in future updates. Throughout development we'll also focus on implementing some community suggested aspects. We can't give a definitive release date but once the game comes out there are plans for post-release content too.

How is the full version planned to differ from the Early Access version?

Homebrew is an open physics based sandbox and for us it'll be in a constant state of development. Some content will be added, while some may be removed to improve the overall experience. To do this we'll constantly strive to make the necessary efforts while consulting with our community first.

In the about description you'll see the things that are currently in-game and the ones that are planned in the future. Since we're still early in development we'll be focussing on eliminating bugs, adding the planned features and optimization.

What is the current state of the Early Access version?

In its current state Homebrew is already a highly playable and stable alpha. That being said it's still an Early Access title which means that bugs may and probably will occur. If you run into issues don't think twice and contact us so that we can help you and other players by fixing them.

Will the game be priced differently during and after Early Access?

The price will most certainly increase throughout development once things get more polished. The final price will be determined once we're approaching full release.

How are you planning on involving the Community in your development process?

We're always interacting closely with our community on the community hub, if you run into any issue or have a suggestion, you can always find us there. In addition we also have a DISCORD CHANNEL where you can find us when you have a suggestion or an issue.
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Recent updates View all (108)

June 24

Weapons update released!

From the team
Hello fellow Homebrewers, clear your schedule for the coming days, put your phone on silent, call in sick, ... because today is the day! All of us have been looking forward to this moment for a long time and we're extremely excited that the initial weapons update has been set public. Prepare your cars, boats, planes, ... because it's time for action!

https://www.youtube.com/watch?v=KGUJxfimwCU&feature=youtu.be
Now that you've seen some of the possibilities, let's have a quick recap at what we've discussed in our previous posts:

FULL WEAPONS POST 1:
  • 125mm cannon
  • 40mm grenade launcher
  • 40mm autocannon
  • 20mm rotary autocannon
  • 30mm twin autocannon
FULL WEAPONS POST 2:
  • 9mm
  • 12.7mm machine gun
  • 40mm autocannon
  • 30mm autocannon
  • 82mm mortar
FULL WEAPON POST 3:
  • How we model weapons
  • How we calculate vehicle health
  • How we calculate vehicle armor
  • Hom damage works
  • Ammunition types
  • Ammunition logistics
  • How design is affected

Some extra stuff you need to know!
So that's a whole lot of information that has been provided in our previous posts. Now let's have a look at some additional things that we'd like to mention:

Teams
When you play in multiplayer, we have the following options for you:
  • Free for all: basically the standard deathmatch; every man for himself
  • Teams: you can switch teams in the server menu
  • Spectator: if you prefer to be peaceful and stay out of the fight you should chose this option




Although weapons are already extremely fun and quite stable, there's a chance that you"ll run into a bug. If your vehicle behaves weird, don't panic, we are constantly fixing bugs and will be releasing patches as fast as possibly.

At the same time we are monitoring steam, DISCORD and our other channels even more over the course of the following days. In the unfortunate event that you encounter a bug please follow these steps so that we can solve it even faster:
  • See if you can replicate the bug
  • Be as specific as possible about the issue, the more information the better. Preferably attach your output_log.txt file which can be located in: installed directory / HB146_Data folder (right click on Homebrew in your game library, select properties and then browse local files)
  • Notify us on Steam or Discord

Special thanks
We’d like to thank Mr. Medic for helping us with the math and the systems behind the physics and improved weapon behaviour. His feedback and insight has helped us to change things for the better and this update wouldn’t be possible without his contributions!

In addition we want to thank our awesome moderators, wiki contributors, the beta testers and the entire community in general. Without you Homebrew as we know it wouldn't exist, so thanks a ton for being part of our adventure.


DREAM - BUILD - ENJOY




Copybugpaste Team

14 comments Read more

June 22

Upcoming Homebrew Features: Weapons Part 3

From the team
Hello everyone! This will be our last post before the much anticipated weapons update for Homebrew. This initial weapons update is set to be released TOMORROW and since we've already showed you the guns let's look at how we model the weapons, calculate a vehicle’s hitpoints and how to figure how much armor you vehicle has.

How we model weapons
We started by coming up with a list of weapons that we felt represented the most common types of weapons that are mounted on vehicles. After narrowing that list down we started looking up as much information about the penetration, muzzle velocity, drag characteristics and mass of the individual shells. We took that information and built a “bullet maker” that allowed us to model weapons quickly, easily, and realistically with just a handful of variables.

At some point we might release this as a built in tool in the game to let players design their own ammunition and weapons. We took the bullet data, calculated the accuracy of the weapon based on the effective range of the weapon and then built a ballistic model with drag for each weapon. Below you can see all the guns that this update brings lined up:



How we calculate vehicle health
After we worked out the particulars of the individual weapon, we developed a relative damage system that we could use that would give us some level of realism without requiring an excessive development time. Keep in mind that this system will be modified in the future to be more robust and allow far more player customization, especially when it comes to the placement of armor.



The way we decided to handle vehicle health is by taking the total mass of a vehicle and then multiplying it by a simple constant. This way vehicles that are naturally larger and heavier will have more health. A 747 model weighing the same as a real 747 will have dramatically more HP than a family sedan as would be expected.

How we calculate armor
Armor is calculated a little differently and this was a result of a lot of compromise to keep the system simple and easy to develop. Currently we take the total mass of the vehicle, divide it by the volume and then multiply the resulting density by a constant.

This means that small and heavy vehicles will naturally be more armored than light and distributed model. This also means that 60 T tanks having considerably more protection than a small airplane of the same size. After calculating the density and multiplying by the constant, we get a value in mm of rolled homogeneous armor. We balanced this against our weapons so that the weapon would penetrate the expected amount of armor in a real world scenario.




How damage works
So now that you have your armor and health value, we can do some damage. When a bullet strikes your vehicle we calculate the kinetic energy of the collision as well as the expected penetration based on a number of projectile properties.

If the penetration of the armor exceeds the armor value, the bullet penetrates and does damage. Damage is calculated by determining how much energy was lost in penetrating the armor and subtracting that from the energy of the projectile.

If the damage exceeds the health of the vehicle, the vehicle is destroyed and the bullet could potentially pass through the remainder of the broken vehicle and out the other side albeit with reduced speed.

If the penetration of the bullet does not exceed the armor value, no damage is done. Regardless of penetration or not, the vehicle struck by a projectile will still be affected by the force on the shot hitting it.



Ammunition types
Each weapon has different ammunition types based on its real world equivalent. Although there are a wide variety of possible ammunition types, we narrowed it down based on the balance we needed as well as providing players with an interesting set to play with.

The first ammo type is the standard/ball/armor piercing round. This round is just a slug of metal that does damage to a target it collides with. It is available to most of the weapons and is a good balanced choice for doing direct damage.

Next is the SABOT (say-bow) round. This round is a super narrow round that travels at tremendous speeds to penetrate armor. It has incredible ballistic performance and can penetrate virtually anything. Since it is a lighter round however, it does considerably less damage to the target it penetrates.

Another one is the HEAT round. This round uses a shaped charge to blast a jet of molten steel into the target it strikes rather than using kinetic energy like the AP or SABOT round does. It tends to be a slower and less accurate round than some of the other options, but it penetrates very well and causes serious damage.

And finally we have the high explosive/fragmentation round. This round explodes on contact and spawns smaller pieces of shrapnel that spread in every direction capable of doing some serious damage. As in the real world, a HE round explodes in a sphere causing the energy of the round to drop off very rapidly making direct hits a must to do real damage to an armored target.

Selection of the ammo type is as simple as sending a number into the weapon in question. 0 or blank = AP/Standard/Default. 1 = HIGH EXPLOSIVE, 2 = HEAT, 3 = SABOT. The table below shows what weapon has what type of shot:



Ammo logistics
Now some of you may be wondering about logistics and ammunition. Modeling ammunition was easy since we know how much space each round takes up because of how we modeled the bullets and therefore we knew how many rounds could theoretically fit in a given volume of box.

Originally each weapon and type of ammo had its own box. That was realistic but it led to major part creep so we decided to go a bit gamey and make it so any weapon can be fed from a single ammo box.

When a weapon is fired, it subtracts the volume of the round from the volume of ‘ammo’ left in the box. If there isn't enough ammo the weapon doesn't fire, but it is possible to fire a weapon that shoots a smaller round assuming there is ammo available for it as well. For example if I fire 10 125mm rounds I could still fire a couple 20mm rounds before emptying the box totally. As the ammo box gets emptied, it also starts to weigh less.

Ammunition by its very nature is very heavy and you will have to take this into account in your designs. Here is a handy chart for an idea how much ammo you can hold in the default sized ammo box by weapon:



What does this mean for design?
So what does this mean for designs? Depends on what you are designing. If you want to make a tank, expect it to have the weight of a real one along with all the consequences that brings in design. If you are designing a combat plane you will have to make some serious armor sacrifices to keep weight down. Generally if you design something the size and weight of the real world version you will get the performance you would expect.

To close this post we'd like to show you one of the crazy creations that have been made in the weapons build.

18 comments Read more
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Reviews

“The entertainment it offers is only limited by a player’s imagination.”
IGM

“A game that truly brings out the kid in all of us”
Shakespub

About This Game

This game has a steep learning curve and will challenge your building and problem solving skills. Please do not purchase is unless you love experimenting, learning new stuff and want to support development of the game.


Homebrew is a physics based vehicle sandbox where creativity is key.The game is developed with a passion for science, input of the community and a belief that your imagination should be the only limit when it comes to what you can build.

If you're looking for a game where you lose track of time perfecting your creations, testing them in a vast world and searching for new approaches/solutions this is the game for you. Now let's look at what you can expect:


  • SANDBOX BUILDING
    You are the creator and you have the power. You can set up controls for all kinds of input devices, there’s no size or part limit and all parts are highly tweakable. In addition the builder includes a plating system and a dynamic vehicle tuner with debugging capabilities.

  • MULTIPLAYER + WORKSHOP
    Play online and battle with your friends in the multiplayer. Search through the workshop and try out one of the many vehicles that other players have created.

  • WEAPONS
    A wide range of weapons at your disposal that take real balistics into account.

  • WORLD
    Explore the world of Homebrew and test your creations on one of the many islands. The world has a dynamic day and night cycle and is large enough to test any type of vehicle including boats, supersonic planes, cars and more.

  • PHYSICS
    In addition to land vehicle behaviour the game has aerodynamics and water dynamics with waves in place so that you can test your creations to the extreme.
  • PARTS
    Whether you’re working on a car, a plane, a boat, a spaceship or anything else, Homebrew has a ton of parts including engines, motors, wheels, lights, wings, pontoons, detachers, transmissions, … More information about the individual parts can be found in our PARTS WIKI .

  • LOGIC PARTS
    Take building to the next level and combine usual parts with logic components to build autopilot vehicles, stabilizing systems, transforming vehicles, robotic arms, … Your imagination is the limit. More information on how to use these parts can be found on our PARTS WIKI
  • AN AWESOME COMMUNITY
    Whether you’re looking for help, someone to play with or simply want to chat you’re always welcome to join us on Steam or our DISCORD CHANNEL.



  • PARTS
    That’s right, we’ve got a series of new parts planned including water parts, tank tracks, wings, hulls, wheels, more logic components and community suggestions.

  • BUILDER
    We want to continue improving builder and implement things like symmetry, coloring system and tools for user generated content.
  • CHALLENGE SYSTEM
    To add more gameplay and possibilities we will implement the necessary tools to create custom challenges in Homebrew.

  • WORLD
    We want to expand the current world even more and add more variation to the environment.

  • OTHER FEATURES
    Our team is always looking out for great community suggestions and based on the feedback that we receive we’ll continue optimization and fixing bugs. In addition we’re also thinking about implementing tools for character customization.

System Requirements

    Minimum:
    • OS: Windows XP and higher
    • Processor: Dual-core or better
    • Memory: 4 GB RAM
    • Graphics: Nvidia Geforce GTX 550 (1GB) or better
    • DirectX: Version 9.0c
    • Network: Broadband Internet connection
    • Storage: 4 GB available space
    • Sound Card: DirectX 9.0c compatible sound card
    • Additional Notes: Please make sure that you aren't running Homebrew on Intel HD
    Recommended:
    • OS: Windows 7 and higher
    • Processor: Quad-core or better
    • Memory: 8 GB RAM
    • Graphics: SM4 1GB VRAMNvidia Gefore GTX 760 (Direct X 11 graphics card)
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 8 GB available space
    • Sound Card: DirectX 9.0c compatible sound card
Customer reviews Learn More
Recent:
Very Positive (13 reviews)
Overall:
Mostly Positive (447 reviews)
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