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 (79) - 98% of the 79 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (1,187) - 96% of the 1,187 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 (74)

October 29

Update 47 Patch 1 is Live!

Howdy Folks,

I just pushed a patch for Update 47 that _should_ help with the loading/hanging issues some of you have been experiencing. I'm still not sure what the underlying cause is, but my leading series is some sort of corruption in the build or upload process. If you continue to have issues after this update, do let me know though.

Cheers!

Anton

In addition to the bug fixes, a host of tweaks to Rise of the Rotwieners have been done:

Additions:
- Added new Fast Rotwieners
- Added new... Lemony Rotwieners
- Build new item Loot Tables for all characters
- Added New Building Spawn Points to level

Changes:
- Rebuilt Difficulty and Spawning Curves to be more interesting, and have fewer shooty-wieners
- Tweaked how other random loot spawns

Fixes:
- Fixed some RW Spawning issues
- Added extra pathfinding system guards to prevent perf-expensive errors when navmesh bind fails
- Optimized pathing points system
26 comments Read more

October 27

Early Access Update 47 is Live!



Howdy Folks!
https://www.youtube.com/watch?v=fuKd9nPIoG4
HAAAAAAAAAPPY HALLOWEEEEEEEN

We've got some extra spoopy goodness for you today, along with all the new features, items and systems we've been battle-testing all month! This month was a challenging one, what with the Upgrade to Unity 5.6. Having the beta branch (and all of you dedicated testers) was tremendously helpful, so I wanted to start out by thanking all of you who’ve provided feedback, filed bug reports, sent me logs and more this past month. Your help has truly helped make H3 better.

As for our SPOOKY new mode, this scene grew out of what was originally a very simple idea. I _was_ going to just do an outdoor, more sand-boxy scene with some zombie-hot-dogs initially. But after seeing how much fun folks have been having with the new Mini-arena, and the ability to fight-as-long-as-you-can with automatic spawning bots, alongside folk’s requests for more opportunities for using random equipment, I came up with the idea of giving you a starting ‘character’ with a themed loadout, and proc-genning other equipment placement. Everything sort of scope-creep spiralled from there, to dozens of characters, random in-game events, voice recording for intros and in-game events, a large level, etc. and phew…. It’s been a blast but this mode has been the most photo-finish moment of the game’s development thus far.

Just so you know, even though all 36 unlockable characters are _done_, there are still like 5 of them that don’t have their unlock code activated yet, as I ran out of time creating the special circumstances that allow for it. This will be patched in in the next couple days. Hopefully the other 30 or so will keep you busy :-) I also intend to add more items into the mode’s proc-gen tables, once I get some more data back from folks about how easy/hard the mode it. The usual tuning and such, so please feel free to leave feedback (just plz make sure to put ANYTHING about unlockable characters behind spoiler tags, where-ever you post).

In terms of the damage system, things finally feel as though they are in order. Rifles hit like rifles, pistols hit like pistols, and the wrenches hit like wrenches. There still might be a few odd items/objects in the game that don’t respond as desired/expected to melee damage. If you run into any of these, please let me know!

Anywho, with that, it’s time to move onto the _massive_ changelog.

Enjoy!
-Anton


Update #47 Changelog:

Visual Enhancements and New Quality Matrix:
- New Visual Enhancements have come with the update to Unity 5.6.
- These included HDR Color Correction, Bloom and SSAO.
- Each effect if individually toggleable in the quality options (only Color correction is on by default)

Single-Pass Stereo:
- The game is now running in single-pass stereo mode, which in laymans terms is a setup that allows some work to be ‘shared’ in drawing the view for each of your eyes, instead of having to do everything twice. This results in a big cost savings on the CPU at the cost of a minor increase in GPU cost.

Damage System Rebuild:
- Significantly more accurate to real-world muzzle energy scaling while still retaining the affordances of an abstraction (doesn’t have some of the weird behavior that the data-driven terminal ballistics outputs).
- The result is pistols feel like they do about a pistol’s worth of damage, as to shotguns, rifles, and shrapnel.
- Note this means certain really old timey or small calibers (8mm Bergmann and .25acp) are pretty much hot garbage in combat contexts.

Additions:
  • Added New Game!: RISE OF THE ROTWIENERS
  • Added New Firearm: M1 Garand (.30-06 w. En-Bloc Clip)
  • Added New Firearm: P08 Luger (9x19mm)
  • Added New Firearm: Nagant Revolver (Single Action, 7.62x38mmr)
  • Added New Firearm: Webley Revolver (Double Action, .454 Webley)
  • Added New Attachment: Nagant Suppressor
  • Added New Melee Weapon Subcategories: Farming Tools, Garage Tools, Goofy, Improvised, Medieval, Shields
  • Added 10 New Farming Tool Melee Weapons : Broom, Garden Shovel, Hand Rake, Hoe, Pitchfork, Rake, Shovel Flat, Sickle, Trowel, Wood Axe
  • Added 11 New Garage Tool Melee Weapons: Dustpan, Flathead Screwdriver, Hammer 2, Hammer Old, Hand Axe, Mallet Round, Mallet Square, SledgeHammer, SledgeHammerOld, Utility Knife, Wrench Two Sided
  • Added 8 New Improvised Melee Weapons: Baseball Bat, Billhook Machete, Cleaver, Cleaver Old, Fire Axe, Machete, Pickaxe, Pipe Bent
  • Added 4 New Medieval Melee Weapons: Claymore, Mace 1, Mace 2, Warhammer
  • Added 2 New Shields: Riot Shield, House Hand Grenade Heater Shield
  • Added 1 New Tactical Melee Weapon: Brass Knuckles
  • Added New Options: Independent On/Off Settings for HDR Color Correction, Bloom, SSAO
  • Added New System Functionality: Power-up support (for Rise of the RotWieners)

Changes:
  • (Main Menu) Made it clearer in panel text when game was still loading vs. finished.
  • All two-hand objects can now be grabbed from a holding hand by _either_ their fore or rear grip.
  • All Projectiles have been given new damage values.
  • Flags for ignition, freezing and emp added to damage struct for future use.
  • Melee weapons given new damage flags, multipliers and velocity curve
  • Single-Handed Melee Weapons now Cycle Poses via left and right click on touchpad!
  • Tactical Knife now has same Pose Sequence as Combat Knife (Normal, Inverted, Throw-pose)
  • Lighting rebuilt for Gunnasium Scene (required due to 5.6 update)
  • Lighting rebuilt for Arena Scene (required due to 5.6 update)
  • (M.E.A.T.S.) Changed Armored Disc Damage Behavior
  • (MeatGrinder) Tweaked Amount Of Life For Burning Meatballs
  • (MeatGrinder) Tweaked Amount Of Life For -redacted-
  • (Wurstwurld) Tweaked Amount Of Life For All Bots
  • (Arenas) Tweaked Amount of Life All 3 Tiers of Bots Have
  • Made the SWAG-12 FA Shell useful
  • Made the SWAG-12 HE Shell useful
  • Increased Maximum Projectile Range/Die time parameters for 50bmg, 54mmR, .30-06, .308 Winchester because DragonFrost is a madman.

Fixes:
  • Player can no longer accidentally shoot themself in the hand with short-barreled firearms
  • Fixed Camera Quality Settings Initialization issue
  • Fixed incorrect placement of objects in quickbelt slots
  • Fixed incorrect Locomotion mode cycling in wrist menu when using Joystick Teleport
  • Fixed inability to cycle TO Joystick teleport in wrist menu
  • Pose Orientation of Crowbar Fixed
  • Pose Orientation of Big Pipe Wrench Fixed
  • Pose Orientation of Hammer Wrench Fixed
  • Pose Orientation of Hatched Fixed
  • Pose Orientation of Combat Knife Fixed
41 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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