Do you like hot dogs? How about horseshoes? Hand grenades? (everyone likes hand grenades) Anyway, we got all that, and guns. So if you like cooking, lawn games, and ordnance, this is the VR sandbox game for you.
Recent Reviews:
Very Positive (67) - 97% of the 67 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (1,072) - 96% of the 1,072 user reviews for this game are positive.
Release Date:
Apr 5, 2016
Developer:
Publisher:

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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?

“Not every game is a good fit for early access, but we think Hot Dogs, Horseshoes & Hand Grenades is a perfect fit. It’s a sandbox game encompassing many different modes, mini-games and contexts that are evolving together. Moreover, as VR is developing at such a rapid pace, we think this is the best time to iterate on a live audience, and get tons of feedback from doing our development and experimentation out in the public.”

Approximately how long will this game be in Early Access?

“Originally, we had planned to shift to ‘full release’ in Summer 2016, but as we’ve expanded the scope of the game, and the game's community (and their requests) have expanded beyond our wildest expectation, we have chosen to aim for a later date. This isn’t set in stone, but we are currently looking at mid-spring 2017.”

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

“Hot Dogs, Horseshoes & Hand Grenades will continue to grow through a series of experiments, environment mock-ups and prototypes. We’re not set in stone on the exact scope or breadth of the experience, and have since initial launch on the store already added over half-a-dozen environments that were not originally envisioned. We’re still actively designing, work-shopping ideas, and listening and responding to what the player community is enjoying. You should expect the following categories of content to continue being filled out over the game’s development:

- More Weapons/Virtual Objects: We’ve already got over 30 firearms in the game (as of Aug. 20th) and have several dozen more in various stages of pre-production. The goal is to have these added at a rate of about one to three a week, possibly faster, possibly slower. Prioritization on what types will be added is based on providing new interaction types (new and different types of reloading, cycling, aiming), and building out robust systems for terminal ballistics, impacts, and pyrotechnics.

- Game-play Modes: Hand tracked VR plus mechanically simulated objects make for an entirely new type of interaction rhythm for gaming gun-play. We’ll be exploring various genre/mechanic contexts for our virtual weapon systems, and pushing them into the game’s build at the very early stages to see how they play, and get feedback. The best that rise to the top with get further love and refinement.

- Chill out Spaces: For as much as games focus on the action-ee side of guns, anyone who’s gone shooting in the real world knows it’s an activity that’s much more akin to the pace of fishing. It’s a relaxing experience. So we’re going to continue to expand indoor and outdoor shooting range experiences focused on that, and all their futzy simulatory joy including manual reloading, zeroing of sights, and getting a stabilized long-range shooting system working smoothly.

- Anything else out nutty minds come up with and decide to slam in for the joy of it!”

What is the current state of the Early Access version?

“Right now Hot Dogs, Horseshoes & Hand Grenades consists of 10 environments, broken down into 3 categories.

Shooting Ranges:
  • Warehouse Range: A large indoor environment will the entire suite of weapons and interactive toys we've been working on. There's a dynamic target sequencer to play with as well.
  • Indoor Range: A quintessential 5-lane indoor shooting environment with a scored paper target system that can be adjusted to varying ranges.
  • Sniper Range: A two-level 400m long course designed for prone-firing of sniper rifles at extreme ranges.
  • Arizona Range: A relaxing outdoor desert plain environment with various destructible targets. A great chill-out space.
  • Modular Range: A sci-fi themed course with various timed shooting challenges with global scoreboards.

Mini-games:
  • Grenade Skeeball: A pyrotechnic twist on the classic arcade game. Fling m-219 fragmentation grenades down a wooden ramp to knock towers of colored blocks off their plinths. A community favorite!
  • The Gunnasium: A combined climbing and shooting challenge. Think American Ninja-Warrior with a handgun!

Gameplay Prototypes:
  • Arcade Prototype: A Sci-fi minimalist experiment where you shoot at swarms of geometric shapes that attack in waves.
  • Breaching Prototype: A locomotion-centric course with you breaching a simulated building with destructible standees and IPSC regulation shooting targets on a timer.
  • Arena Prototype: A Battle-Arena where we are currently prototyping advanced combat robot agents for you to take on with the game's full arsenal

    The game currently has an ever-growing suite of over 30 firearms, multiple ammunition types, explosives and other toys.

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

“There will be a small price increase when we leave early access.”

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

“Our goal is to use Early Access as an extended play-test period. We are really looking forward to getting Hot Dogs, Horseshoes & Hand Grenades in the hands of the community and to start getting feedback. As we work on adding more toys to the sandbox, we want to see all the crazy uses of those toys you folks come up with. While this user feedback will no doubt help us catch some bugs and glitches, we are most interested in seeing what is really working well so we can push those features harder.

While we can’t include every bit of feedback, if you are really enjoying one of our experiment scenes, Hit the community page and let us know!”
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Notice: Requires a virtual reality headset. See the VR Support section for more info.

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Recent updates View all (71)

September 1

Early Access Update 45 is Live!



Howdy Folks!
https://www.youtube.com/watch?v=0hkWSk6oEVU
At long last, Update #45 is ready! We’ve got a huge for ya this week, including some pretty huge changes to the Meat Grinder game mode, Front-Facing Teleport for Oculus Users, The New Async Loading system, and tons of little fixes and tweaks. I’m going to let the video do most the talking this week, and leave you with the huge changelog here below. Let me know if you have any questions about the new content, or run into any problems. Hope you all have a wonderful weekend!

Update #45 Changelog:

Meat Grinder Conceptual Changes:

Your Meat Grinder Experience Can Now Be Customized, Meat It Your Way!
Combos:

#1 Classic Meat - 30 min Timer, Original Enemy Count
#2 All You Can Meat Buffet - No Timer, More Enemies
#3 Build Your Own Meat - No Timer, More Enemies, Item Spawner
#4 Kid’s Meaty Meal - No Timer, More Enemies, Item Spawner, Invincible

Side #1 - Event AI
None, Nice, Nasty, Nightmare
Side #2 - Primary Light Source
FlashLight, Lighter, Glow-stick, Box of Matches, Random
Side #3 - Secondary Light Source
FlashLight, Lighter, Glow-stick, Box of Matches, Random
Dessert - Narrator Talkativeness
Classic, Terse, Silent

New Equipment Spawning Logic:
- Lotto Rooms are now the best places to get actual _firearms_. The rest of the maze, ammo.
- The Office is no longer as much of a loot party.
- The Broiler, Freezer, and Restaurant now have more reliable drop-sources.
- Based On Event AI setting, loot can be gifted to you by the system.

New Enemy Systems:
- New Agent Types Added, some respawn up to a constant limit, others are event-driven
- The Pneumatic Spike is robot is still uncommon and only spawns from events
- Pathing improved across the board

New AI-Director System:
- Controls ambient sound sequencing, spawning events, and more
- Acts based on mood, time passing, how player is doing, past events

Known Issues:
In some areas of the level, with a specific head position, the flashlight will turn off. This is engine-related and a fix is months out due to how complex the migration will be

Additions:
  • Added New Firearm: Break Action Super Short Shotgun (12 gauge)
  • Added New Firearm: M1879 Reichsrevolver (10.6x25mm)
  • Added New Asynchronous Loading System: First Scene now loads faster then async loads other content
  • Added New SoliderBots to Arena Proto (can be spawned with fast or slow bullets)
  • Added New Front Facing Teleport (Robo-Recall Style) To Movement Options!!
  • (MeatGrinder) Added 3 new modes of play (All You Can Meat Buffet, Build Your Own Meat, Kid’s Meaty Meal)
  • (MeatGrinder) Added AI-director-style Event System with several dozen events, and 4 mood options
  • (MeatGrinder) Added Options for Primary and Secondary Light Source
  • (MeatGrinder) Added Options for level of Narrator Talkativeness (Classic, Terse, Silent)
  • (MeatGrinder) Added new Murderbot: Flame Shotgun Bot
  • (MeatGrinder) Added new Murderbots: Ketchup & Mustard Buddies!
  • (MeatGrinder) Added new Murderbot: Flying Drill-Weiner Swarm
  • (MeatGrinder) Added new Murderbot: --REDACTED--
  • (MeatGrinder) Added new Hazard: Laser Trip Mines (located in Office Quadrant)
  • (MeatGrinder) Added Grilled Meat Blisters To Boiler Quadrant (can drop equipment)
  • (MeatGrinder) Added New Meat Room: Plank-tastic
  • (MeatGrinder) Added New Trap Room: SpinJack Party
  • (MeatGrinder) Added New Lotto-Room Type: Take Only One
  • (MeatGrinder) Added New Lotto-Room Type: Roll the D6
  • Added New Option: Bullet Trails can now be set to 60s (MAJOR PERF. WARNING)

Changes:
  • (MeatGrinder) New Starting Room with Options Screen
  • (MeatGrinder) Handgun Spawning Pool Increased, Now has 24 types of drops
  • (MeatGrinder) Shotgun Spawning Pool Increased, Now has 16 types of drops
  • (MeatGrinder) SMG/PDW/Carbine Spawning Pool Increased, Now has 15 types of drops
  • (MeatGrinder) Rifle Spawning Pool Increased, Now has 15 types of drops
  • (MeatGrinder) Ammo/Attachment/Junk/Melee Spawn Tables rebalanced
  • (MeatGrinder) Lowered Spawn Frequency of shelves and Cabinets in office Quadrant
  • (MeatGrinder) Altered Freezer Shelf Spawn Logic
  • (MeatGrinder) Altered Meat Blister Item Spawn Chance (increased spawn rate)
  • (MeatGrinder) Altered Spawn Frequency for Freezer Cardboard Boxes (increased spawn rate)
  • (MeatGrinder) Pneumatic Spike Robot now easier to damage
  • (MeatGrinder) A shotgun and a few shells now also spawn at the beginning
  • (MeatGrinder) Removed Golden Gun in starting room (and old hard-mode system)
  • Lit Matches now actually provide (flickery) illumination through the muzzle-flash system
  • Removed some old scan data objects in Arizona Scenes (that were data hogs)
  • (ww) Bot Agent Body Destroy time after ‘killed’ has been reduced for perf. Reasons

Fixes:
  • (MeatGrinder) Fixed incorrect box spawning on industrial shelves in Freezer
  • (MeatGrinder) Fixed Levers for 4-lever room being visible before entering room
  • (MeatGrinder) Fixed Pneumatic Bot Pathing Issue.
  • (MeatGrinder) Fixed closed doors not slicing agent Navmesh correctly
  • (MeatGrinder) Fixed incorrect spawn position for drops from the Meat Piles
  • Slicer Bot Physics optimized (as much as possible currently, he’s still kinda slooow)
  • Optimized Material Texture Channel Usage in Arizona Targets & Night Scene
  • Optimized Material Texture Channel Usage in Indoor Range
  • Optimized Material Texture Channel Usage in Arcade Proto
  • Optimized Material Texture Channel Usage in Breaching Proto
  • Optimized Material Texture Channel Usage in Friendly 45 Range
  • Optimized Material Texture Channel Usage in Obstacle Course
  • Optimized Material Texture Channel Usage in Sniper Range
  • Optimized Material Texture Channel Usage in Arena
  • Fixed Broken Lighting in Breaching Scene
  • X25 Drum for 7.62x51mm fixed round-load trigger collider
  • Fixed incorrect display of 7.63x25mm Mauser Rounds
  • Fixed incorrect ammo description for 2019 Detective Special
  • Fixed weird proxy cartridge placement in Sako 85 Magazine
  • Fixed weird proxy cartridge placement in Tactical 8400 Magazine
  • Fixed incorrect computation of bullet trail die-time relative to projectile die-time
  • SKS Magazine size re-corrected back to 20 rounds
  • 5.7x28mm Tracer Round now displays correctly
35 comments Read more

August 25

H3VR Now Has A Beta Branch!



Howdy Folks!

https://www.youtube.com/watch?v=z_24AvEHttg

Something a big different for you this week. H3 is finally getting a beta-branch for testing new features that might still be a bit rough and/or compromise the functionality of other parts of the game.

For the next Update, #45, we've switched a new asynchronous loading system to help get you into the game faster, and hopefully eliminate some issues with controllers not working on load due to long load times on HDDs. It's a huge change though, so we've decided to have a 1-week testing period in beta to iron-out the kinks. Please note that MeatGrinder is disabled in the beta build as it is undergoing some big changes/additions and it not quite ready for showtime.

In addition, there's a new locomotion mode for Front-Facing Rift users. If you're in a two-sensor config on Rift, I'd love it if you could give the new mode a try (details in this week's devlog) and let me know what you think!

If you've never enabled a beta before, you can see how to do so here: http://steamcommunity.com/sharedfiles/filedetails/?id=182912431

Anywho, that's all for this week. Feel free to try out the beta if you're interested in the new locomotion mode, or if you're on a more min-spec system/running from an HDD and would like to see how fast things load for you.

Update 45 next week!

Cheers!

Anton
12 comments Read more
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About This Game

Do you like hotdogs? How about horseshoes? Hand grenades? (everyone likes hand grenades) Anyway, we got all that, and guns. So if you like cooking, lawn games, and ordnance, this is the VR sandbox game for you.

Hot dogs, Horseshoes and Hand Grenades is a lazy Sunday trip over to your friends house… if your friend was a retired gun-nut with a warehouse full of toys, a few irritating robot pets, and a grill that’s always running. Head on over to the firing range and learn to operate an arsenal full of firearms, compete in structured challenges with global leaderboards. Relax next to the grill, preparing virtual meats, while fending off the ‘wild life’. Or have some friends over and take turns playing classic ‘murican lawn games while making an ass of yourself!

H3VR(for short), is the heaping pile of our mad obsessive VR experiments. This is very much an impressionistically developed experience, so expect it to mutate, expand, contract, somersault, and occasionally explode along the way to final release.

Key Features:

  • Roomscale VR Experience designed for the HTC Vive.
  • Multiple shooting and demolitions ranges from realist to fantastical.
  • Timed challenges with global leaderboards.
  • Almost 100 accurate simulations of historical, modern and futuristic weapons.
  • Authentic ‘Murican BBQ experience with obsessively detailed grilling simulation.
  • Hot-seat(or hot-headset rather) multiplayer classic lawn games like horseshoes, bocce, lawn darts and more.
  • An detailed rusty scifi world set in a surreal irreverent vision of the future United States of ‘Murica.
  • And whatever other madness we see fit to add!

System Requirements

    Minimum:
    • OS: Windows 8.1 or later, Windows 10
    • Processor: CPU: Intel i5-4590, AMD FX 8350 equivalent or better
    • Memory: 8 GB RAM
    • Graphics: Nvidia GeForce GTX 970, AMD Radeon R9 290 equivalent or better
    • DirectX: Version 11
    • Storage: 10 GB available space
    • Sound Card: N/A
    • Additional Notes: Installation on SSD HIGHLY Recommended
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