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.
User reviews:
Recent:
Very Positive (32 reviews) - 93% of the 32 user reviews in the last 30 days are positive.
Overall:
Overwhelmingly Positive (804 reviews) - 95% of the 804 user reviews for this game are positive.
Release Date: Apr 5, 2016

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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 (55)

April 21

Update 36 Patch 1 Posted

Hi folks!

Super quick patch for y'all tonight, just to clean up a couple glitches in the M.E.A.T.S. system.

Hope you're all having a wonderful week!!

https://www.youtube.com/watch?v=H8LzRBMIaS0
Additions:

  • Added new Firearm - Tec9 Full Auto Mod Machine Pistol.

Fixes:
  • (M.E.A.T.S.) Fixed errant ability to lose rank when getting a lower score than previous
  • (M.E.A.T.S.) Fixed incorrect scoring thresholds in some Lightning Reflexes Sequences (whoops!)
  • Fixed incorrect shell ejection location for MAS 49/56

5 comments Read more

April 14

Early Access Update 36 is Live!

Howdy Folks!

Devlog Video here: Link

https://www.youtube.com/watch?v=yNJj0jfK_6Y

Howdy Folks!
A very tired Anton here. I know this release isn’t super content dense, but I hope y’all find it enjoyable. These system-focussed updates can be such a slog sometimes. If I had told year-ago-me that I’d ever be doing this volume of database and UI programming I might have run screaming :-P

In terms of the unlock system, I have followed a ‘pricing’ rubric focussed primarily around capability. This means that firearms capable of firing higher power cartridges, at higher capacities are more expensive. Optics / attachments that aid in aiming are more expensive as well. I’ve been ‘playing through’ things just as you folks will to make sure everything feels right, and there’s the right balance between sequence difficulty, reward, and equipment cost.

In terms of S.A.U.C.E. rewards, you are awarded an amount based on two factors: rank level of score, and rank advancement. If you see your payout as Xnumber + Ynumber, the Xnumber is the base payout, and the Ynumber is the bonus you get for advancing to a higher rank for the first time. This is cumulative, so if you say… play a sequence for the first time and get Gold rank (because you’re awesome), you’ll get the bonuses for unranked->bronze, bronze->silver and silver-gold all at once. So don’t worry about ‘missing out’ on monies if you nail it out of the gate.

For now, the ammo panel is just sitting on the table. I intend to replace it as well with a more modernized look (or build it into the item spawner). I’m still deciding on it.

Lets see… what else. The next type of target spawner I plan to add are ‘blockers’, which will be non-destructible (or possibly partially destructible) floating blocks with various movement patterns. They will be present in certain sequence types to add a further timing element to taking your shots. I also have some ideas for adding some more reactive targets (multi-hit types that behave differently based on where they’re struck), as well as some very up-in-your-face close targets that I will keep a surprise.

Anywho, I’m rambling at this point. Suffice it to say, I’m feeling happy about having a solid system bedrock to work on now, and I can finally shift my attention to building out many many hours of content for it :-) Since the planning stages I’ve imagined this as one of the ‘pillar’ modes of H3 going forward. The sandbox core isn’t going anywhere, but I know some of you have been wanting some more structure, more long term goals to practice towards, and some friendly competition, so I hope this mode, as it grows, scratches all of those itches.

Next Update should bring a whole mess of sequences, global scoring (finished, but not yet tested, so I held it back for this release), and some other fun surprises.
Peace! -Anton

Additions:

  • (M.E.A.T.S.) Added 12 New Sequences (6 in Getting Started, 3 in Casual Plinkin’, 3 in Lightning Reflexes)
  • (M.E.A.T.S.) Sequence Wave Feature Added: Reflex. In reflex waves, the warmup timer is hidden and the warmup time is slightly randomized.
  • (M.E.A.T.S.) Sequence Wave Feature Added: Quickdraw. In quickdraw waves, the player must holster their weapons for the warm-up time to advance.
  • (M.E.A.T.S.) Sequence Firearm Mode Added: Category. In this mode, only equipment from specific categories is allowed. Illegal equipment will be detected automatically, and must be dropped before sequence can be started..
  • (M.E.A.T.S.) Added Name Entry For Local High Scores (so it’s easier to compete locally against your friends). The last entered name will be stored in game to speed the process of doing multiple sequences.
  • (M.E.A.T.S.) Added 3 MEATY ranks you can attain for each sequence; Bronze, Silver, and Gold!
  • (M.E.A.T.S.) Added Sequence Abort Button
  • (Item Spawner) Added Unlockable Equipment Mode. In scene that use the equipment unlock system, displays the amount of S.A.U.C.E. you have, and allows you to buy new equipment.

Changes:
  • (M.E.A.T.S.) UI reorganized for consistent button placement
  • (M.E.A.T.S.) Disc Bullseye Target Now gives colored puff visual feedback based on hit zone
  • (M.E.A.T.S.) Garbage Can Added To Scene
  • (M.E.A.T.S.) Back button is now in a consistent spot on all UI screens
  • (M.E.A.T.S.) Item Spawner Now disappears during sequence.
  • (Item Spawner) UI Rebuilt For Pointing-Laser System

Fixes:
  • Fixed errant round x position oscillating in Mk17 drum
  • Fixed incorrect item spawner image on several suppressors and other items
  • Fixed incorrectly overlapping Browning High Power Triggers

21 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.
  • 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: 1 GB available space
    • Sound Card: N/A
Customer reviews Learn More
Recent:
Very Positive (32 reviews)
Overall:
Overwhelmingly Positive (804 reviews)
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