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.
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Julkaisupäivä: 5. huhti, 2016

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Early Access -peli

Voit pelata näitä pelejä viipymättä - jo niiden kehitysvaiheissa.

Huomio: Tämä Early Access -peli on keskeneräinen ja se saattaa vielä muuttua. Jos sinua ei kiinnosta pelata tätä peliä tällä hetkellä saatavilla olevassa muodossa, odota ja tarkista peli myöhemmin uudelleen. Lue lisää

Kehittäjien kertomaa:

Miksi 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.”

Miten kauan Early Access -vaihe suunnilleen kestää?

“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.”

Miten täysi versio eroaa Early Access -versiosta?

“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!”

Millainen on Early Access -version nykyinen tila?

“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.

Hinnoitellaanko peli toisin Early Accessin aikana ja sen jälkeen?

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

Miten yhteisö otetaan mukaan kehitysprosessiin?

“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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Osta Hot Dogs, Horseshoes & Hand Grenades


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9. kesäkuu

Early Access Update 40 is Live!

Howdy folks!

Hope you’re all having an enjoyable start to the Summer! We’ve got some truly special new toys for you this update. The addition of the Saiga-12 shotgun gives us a proper two-hand magazine fed combat shotgun, including a monstrous 20 round drum, and a punchy sound set to match.

Rail Systems:
The new Russian Rail system is a long-awaited solution to the problem of having many folks prefer their AKs with and without rail setups. Rather than having to manage two sets of these firearms, we now have a proper rail type for them, including a Russian-to-Picatinny adapter. Note this does mean that anytime you spawn something like Dragonuv, you will need to mount a PSO-1 on it, or drop the adapter on to mount another scope. With the item-spawner’s vault system though, this should be something you only need to do once. In reality, there are two different types of russian side mounts (AK and SVD), but I’ve simplified this to a single universal russian mount for play convenience (otherwise I would need to have duplicates of every type of russian optic like the Kobra, PK01VS, etc., and it would have simply been too obtuse for folks not familiar with these systems).

The russian rail mounts now exist on the AKM, AK-101, Bizon, Dragonuv and RPG-7. The AKS74u will eventually get one, I just have to make/add a mounting bracket to its receiver. All future Russian long-arms that would normall have this sort of mounting bracket will have them going forward.

Sound Updates:
You’ll notice that a new firearms got replaced sound samples this update (Imbel A2, Revolvers). This was done as a temporary measure to remove some of the egregiously bad samples I had in place. A far more extensive sound replacement is planned eventually (possibly late summer, still planning things). That system will eventually take into account more environmentally accurate reverb, either through a sample + tail system or IR reverb. Still need to benchmark some things to decide. I’ll have more info on this as I make system decisions.

For those of you who’ve been enjoying M.E.A.T.S., I wanted to let you know that there’ll be another batch of sequences in the next update. I’ve got them mostly authored, just have to figure out good scoring thresholds (as I was pretty off the mark with a bunch of them the first time around). I’ve got plans for new modes and target types that will be being filled in through-out the summer, along with a bunch of polish for this mode including some music, better sound effects, and most likely a re-do of the core environment.

4th Of July
As I mentioned in the devlog, we’re working on something reeeeally special for this 4th of July. As the holiday falls awkwardly on a mid-week of this year, the update will be dropping as usual on a friday preceding it, the 30th of June. There will then be a minor update pushing the night before the 4th, for those of you without a BBQ or Oh-god-i’ve-lit-the-house-on-fire-AGAIN event to attend. I’m tremendously excited about this update, and if you’d like to keep tabs on it, I’ll begin teasing some elements of it next week on /r/H3VR.

Finally, special thanks go out to “Patrick Scope-Creep Sutton” who has been invaluable in providing exquisitely detailed accurate models as well as bangin’ sounds for them. He has roundly been a bad influence on me in terms of getting things done that aren’t Russian firearms and accessories :-)

Anywho, I hope you all have an enjoyable and 12-gauge-drum-mag-tastic weekend!


Update Notes:


  • Added New Firearm: Saiga 12 Mag-fed Shotgun (12 gauge) w. 5, 12, 20 round Magazines
  • Added New Attachment Type: Russian (a modular mounting type encompassing AK and SVD mounting brackets)
  • Added New Attachment: Russian To Picatinny Adapter
  • Added New Attachment: Kobra Reflex Sight w. 4 reticle selection (Russian Attachment style)
  • Added New Attachment: PK01VS RedDot Sight (Russian Attachment style)
  • Added New Attachment: PSO-1 4x24 Scope w. Illuminated Reticle switch (Russian Attachment style)
  • Added New Attachment: Salvo Suppressor
  • Added new Item Spawner Functionality: Rounds stored in firearm magazine are now saved (not chambers tho)
  • Added new Cartridge Type: 38 Special in JHP, FMJ, Tracer
  • Added new Cartridge Type: .41 Black Powder Caseless in SP
  • Added new Cartridge Type: 45 Long Colt in SP, Tracer

  • AKM Rifle Completely Replaced (Model, Textures, Sounds, Interactions tuned)
  • AK-101 Rifle Completely Replaced (Model, Textures, Sounds, Interactions tuned)
  • NOTE: Data-structure of Item Spawner Vault was changed. Past saved guns have been cleared. (apologies)

  • “Simple Interactions” (like lever switches) now use the trigger, even on Touch (this was intended initially but a bug was preventing it from working as intended)
  • Firing Sounds for SW29 Revolver Replaced, made more consistent with newer revolver sounds
  • Firing Sounds for SW686 Revolver Replaced, made more consistent with newer revolver sounds
  • Firing Sounds for R8 Revolver Replaced, made more consistent with newer revolver sounds
  • .44 Magnum & .357 Magnum Speedloaders all upgraded to the successful change that Rhino Speedloader had
  • AKM no longer has built-in Picatinny Rail System. You must now attach a Russian-style attachment or adapter.
  • AK101 no longer has built-in Picatinny Rail System. You must now attach a Russian-style attachment or adapter.
  • Bizon SMG no longer has built-in Picatinny Rail System. You must now attach a Russian-style attachment or adapter.
  • Dragonuv Sniper Rifle now longer has built-in Picatinny Rail System. You must now attach a Russian-style attachment or adapter.
  • Russian-Style Rail Adapter added to RPG-7
  • Gamepoint RDS Reticle Size adjusted
  • Imbel A2 sound set modified
  • ItemSpawner Images updated for AKM, AK101, Bizon, Dragonuv

  • Fixed broken destination selection for Dash/Slide locomotion modes
  • Fixed a bunch of logic issue corner cases in Revolver Base Class
  • Fixed Commando 552 Trigger not animating
  • Fixed R8 Revolver having broken top rail mount
  • Item spawner and table positioned swapped in Breaching Prototype scene to prevent score panel from being blocked
  • Added extra ID verification steps to Item Spawner Vault Scan system to prevent serialization of invalid objects
  • Fixed wonky folding stock on UMP45 by upgrading to the more up to date script
  • VZ64 Skorpion bolt now properly holds open after last shot
  • Suppressors on Commando 552 now save to the vault correctly! (please delete older entries of it)
  • Made Commando 552 Bolt release triggerable by tapping it
  • Fixed Commando 552 Magazine Mount Position
  • Suppressors recalled from Vault are now scaled correctly to their firearm
  • Fixed corrupted material map texture on Imbel A2. Its ambient lighting should now look correct.
  • Fixed incorrect mounting position for Mp5a2 magazine
  • Grenade exploding in hand that currently has controller model hidden now correctly re-enables hand model.

15 kommenttia Lue lisää

26. toukokuu

Early Access Update 39 is Live!

Howdy Folks!

Devlog video here:

Well here it is, after about 10 months of being requested, a Gun Saving system. *ducks* I know that took far far too long to do, but truth be told, back when I built the initial firearm attachments system in H3 (the super janky first rev of it anyway), I really didn't know how to do the sort of scriptable object/database manipulation required to make it work. I could rant for days on all I've learned in that time however, so the time was right to finally make it happen.

One of the side-effects of this system is that I now have some much cleaner meta-data connections between objects / weapons / cartridges / etc. so I'll be able to build richer events to use in M.E.A.T.S. as well as the.... other thing I'm working on that you folks will have a to wait a while to hear about :-P The refactor of the attachment system also made things far more reliable and clean, which I really needed to do before my next big attachment push, namely making the AK-style rails an actual modular system (instead of the permanently welded-on one on the Bizon and AKM).

I hope you folks end up growing to enjoy the Rhino revolvers as much as I have. They've got an almost... deus-ex-ee feel to them, and I love how the Rhino-60 looks with a reflex on top, and a laser+flashlight on the under side. Totally going to be my sidearm of choice going forward.

Anywho, without further ado, here's the full changelog for the update. Let me know if you folks run into any issues!!


Update Notes


  • Added New Firearm: Commando 552 Carbine (5.56x45mm)
  • Added New Firearm Set: Rhino Revolver 60, 50, 40, 20DS (.357 Magnum)
  • Added New Speedloader: .357 Magnum 6-shot
  • Added New System: Firearm VAULT in Item Spawner. Scan configured guns into system and retrieve them later! Available in the Upper right corner of the Item Spawner. Please only have one gun on the plinth at a time for scanning (or it will just pick a random one).
  • Added New Locomotion Option: Front-facing style Teleport (in advanced teleport options). It functions as a two-stage teleport. You first pick your point, then the point relative to it you wish to be facing.

  • (Attachment System) Rail adapters that currently have attachments on them can now NOT be unmounted. Please detach anything attached to them first. This is to prevent both a recurring physics/parenting crash and some corner cases of lost references.
  • (Attachment System) Made internal changes to transformation parenting for attachments. This should cause a minor performance increase for all firearms with attachments.
  • Rail Extender added to fore of Mk 17 (was created for the gun initially by Niklas, but I forgot to add it)
  • Tactical Flashlight now has alternate (detective style) pose. Toggle to it using the trigger.
  • Handgun two-hand recoil damping now occurs when alt hand is holding a magazine or flashlight
  • Revolvers now recoil-damp just like handguns (when 2nd hand is near primary, while empty, or holding mag/flashlight)

  • Ammo Boxes have been removed from the game for performance/resource usage reasons. They will possibly be reimplemented at a future data in a more efficient and reliable way.

  • Fixed Sparkler not showing up in Fireworks section of Item Spawner
  • Famas F1 Reclassified to ‘Assault Rifle’ (as it should have been)
  • Fixed missing brass impact/ejections sounds for 5.56 rounds
  • Fixed Trigger-Up detection for freshly picked up objects that was causing primed Revolvers to discharge upon being picked up.
  • Fixed incorrect velocity sampling for Revolver cylinder and spinning when player rig was rotated
  • Fixed Invisible Dynamite issue (was an LOD bias/culling issue)

21 kommenttia Lue lisää
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Tietoja pelistä

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!


    • Käyttöjärjestelmä: Windows 8.1 or later, Windows 10
    • Prosessori: CPU: Intel i5-4590, AMD FX 8350 equivalent or better
    • Muisti: 8 GB RAM
    • Grafiikka: Nvidia GeForce GTX 970, AMD Radeon R9 290 equivalent or better
    • DirectX: Versio 11
    • Tallennus: 1 GB vapaata muistia
    • Äänikortti: N/A

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