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:
Very Positive (32 reviews) - 96% of the 32 user reviews in the last 30 days are positive.
Overwhelmingly Positive (833 reviews) - 95% of the 833 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.

  • 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 (59)

May 5

Early Access Update 38 is Live!

Howdy Folks!

Devlog video here:

I know we had an update (and a bunch of patches) last week, but we’re doing another small one now to shift where on the calendar updates fall, and because one of my primary goals with patch 2 (improving touch poses) failed.

Where things are at now though, in terms of pose offsets for the touch controllers, should be a huge improvement. They were work-shopped with some of the most… productively particular members of the community and are I feel, the best compromise of firing angle, consistency, controller placement for two-hand actions, and physics. During the work on this, I noticed a number of things that are also still sub-standard in regards to touch-configuration (such as angle and placement of grab laser, etc.), and those have been added to the task list to be dealt with soon.

In terms of other things coming soon, we’ve just brought in a composer/sound designer who is going to co-designing a new sound system for H3 with me. It will be a long process that will touch nearly every object in the game, but is critical for scalability, performance, and enabling more dynamic soundscapes and effects (can you say tinnitus effects and simulated hearing protection?) I’ll be keeping you folks posted as that work progresses over the coming months.

As for long-term graphical improvements, I’m still in a wait-and-see place when it comes to upgrading to Unity 5.6.x. The current version is still…. Non-optimal in far too many ways to be worth the risk of an upgrade. Once that’s possible though, I should be able to add more ‘tiers’ of visual quality settings, and finally do some proper darn tonemapping :-)

Anywho, that’s all for now. I hope you all have a wonder week, and enjoy continuing to mercilessly crush our M.E.A.T.S. scores.

Peace, Anton

Link To The Forgotten Weapons Vid about the Union:

Update Notes


  • Added New Firearm - Union MachinePistol (.32 ACP) with it’s goofy horseshoe stopped magazine

  • Recoil generally increased for two-handed weapons while stabilized. Altered the balance of angular vs. linear recoil for all two-handed firearms.
  • Mp7 Recoil recovery speed and horizontal wander adjusted
  • Added Foregrip stabilization trigger to VZ64 Skorpion
  • Built Custom Pose Offset For Oculus Touch for 44 Magnum, M1911 Classic, Gold, Longflop, Modern, Browning HP, CyberHandgun, CZ75 Shadow, Desert Eagle44, G22(standard and fullauto mod), Jetfire950 SOJ & STD, M9A1 (standard and cleric), P7M8, P250, PPK, PX4, R8 Revolve, RollingBlock, Mk3, SW686, Tec9 (standard and fullautoMod), TT33, VZ64 Skorpion
  • Built Custom Pose Offset For Oculus Touch for AKS74U, AK102, AKM, AugA3, CX4, Dragonuv, Famas, G36/G36C, Galil, ImbelA2, L85A2 & L85A2Susat, M4A1, M14 & M14 DMR, M16A1, M107A1, MAS49/56, Mk16, Mk17, Mk18, Sako85, SKS Modern, 8400TacticalSOC
  • Built Custom Pose Offset For Oculus Touch for 590A1, 8g Break Action, 12g Break Action, DT11, Fabarm Marshall, Flaregun, FlaregunHP, KWG, MTS255, MTS255 Shorty, 870 Shory, Spas12, Spas12 Tactical, Super Shorty, Super Shorty Tactical, XM1014
  • Built Custom Pose Offset For Oculus Touch for AEK919k, Bizon, Gepard, Vector45, Vector 45 w. Shroud, Mac11, MP5A2, Mp5k, Mp7a1, Mp9, P90, PP91Kedr, pp2000, UMP
  • Built Custom Pose Offset For Oculus Touch for Minigun, RPK, RPG-7, Graviton Beamer, m79
  • Built Custom Pose Offset For Oculus Touch for every damn magazine and speedloader in the game
  • Built Custom Pose Offset For Oculus Touch for all Melee Weapons
  • Built Custom Pose Offset For Oculus Touch for all Thrown Weapons

  • Fixed incorrect Item Spawner image for un-shrouded Vector45
  • Fixed badly size reload well trigger for Browning HP
  • Fixed incorrect positioning of reload well trigger in G22 and G22 Auto
  • Fixed pose interpolation for about two dozen Magazines (didn’t keep track as I was fixing)
  • Fixed pose interpolation for about a dozen Firearms (didn’t keep track as I was fixing)
  • Fixed misplaced pickup trigger for 590A1 Shotgun
  • Fixed magazine reload well triggers on about half a dozen firearms
  • (M.E.A.T.S) Adjusted trophy scoring thresholds for Quickdraw Shotgun 1
  • (M.E.A.T.S) Adjusted trophy scoring thresholds for Secondary Switching 1
  • (M.E.A.T.S) Adjusted trophy scoring thresholds for Quickdraw Pistol 1
  • (M.E.A.T.S) Adjusted trophy scoring thresholds for Variety Rifle 1
  • (M.E.A.T.S) Adjusted trophy scoring thresholds for Rapid Choice Shotgun 1
  • (M.E.A.T.S) Adjusted trophy scoring thresholds for Math Blastin 3
  • (M.E.A.T.S) Adjusted trophy scoring thresholds for Infiltration 1
  • (M.E.A.T.S) Adjusted trophy scoring thresholds for Quickdraw Pistol 1
  • (M.E.A.T.S) Fixed Incorrect sequence name being displayed for Stroopin Colors 1
  • Fixed Incorrect ammo type shown in Item Spawned Entry for M9 Cleric

11 comments Read more

April 30

Update 37 Patch 2 Posted

Howdy Folks!

I've got one more patch for you all, fixing a couple things, adding a requested alternate configuration for the Vector45, and SUPER

*edit* The pose offset mentioned below had ramifications I didn't expect that made interactions on other objects worse. I am not investigating a different approach.

IMPORTANTLY, adding an experimental new pose offset for Touch users that should be far more natural.

To try out the new pose offset (touch users only), Open the Options Panel, go to input options, and set 'Use Experimental Touch Pose Offset (WIP) to true. Please let me know what you think on the /r/H3VR subreddit, or the touch thread on the forums here.


  • Added New Option - Input - Use Experimental Touch Controller Offset (TOUCH USERS, try this out, tell me if this feels better).
  • Added New Firearm - Un-shrouded Vector 45 SMG with suppressor mount

  • (M.E.A.T.S.) Rail Adapters and Suppressors are now allowed in all sequences
  • Changed current Vector45 to be called ‘Vector45 w. Shroud”

  • Fixed mis-scaled physics colliders (which were causing stalls for some users) on SKS, Tec9, Tec9FullAutoMod, MTS 255 Shorty, and some assorted environment geo.
  • Fixed mis-scaled physics colliders (which were causing stalls for some users) on Magazines for TTgun, Mk3, PX4, P250, m1911, m9a1, g22, cyber handgun, CX4, Desert Eagle, BrowningHP, CZ75, Jetfire950, PPK, P7M8


8 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

    • 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
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