Do you like hot dogs? How about horseshoes? Hand grenades? (everyone likes hand grenades) Anyway, we've got all that, and guns. SO MANY GUNS. So if you like ordnance, meat, and far too many groan-worthy puns, this is the VR sandbox game for you.
Recent Reviews:
Very Positive (83) - 90% of the 83 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (2,960) - 96% of the 2,960 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?

“This isn’t set in stone, but we are currently looking at leaving Early Access sometime in 2018.”

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, varying from freeform sandbox to more traditionally structured games. 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 150 firearms in the game (as of late 2017) and have dozens 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?

“H3VR has an extensive collection of Virtual Equipment comprising over 150 firearms, dozens of attachments, melee weapons, and other toys.

It also currently consists of 20 scenes and modes, broken down into several categories.

Sandbox 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.
  • Friendly 45 Range: The back yard shooting range we all wish we had. With sets of steel targets in sets going out to 100 meters, and a simple Skeet-style target launcher.
  • 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 (and Arizona at Night): A relaxing outdoor desert plain environment with various destructible targets. A great chill-out space.

Games and Experiments:
  • Take And Hold: An exciting new combat mode for H3! Find equipment, take capture points and then defend them from waves of attacking bots. Survive, repeat, go as long as you can.
  • Wurstwurld: A wild-west themed adventure shooting experience. Come explore the largest meat-themed amusement park in the midwest. Includes bandit bots to fight, a horseshoe coarse to conquer, and puzzles to solve!
  • M.E.A.T.S. Preview: Themed dynamic target sequences in 8 challenging categories. Uses an unlock system where players earn S.A.U.C.E. to unlock various firearms.
  • 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!
  • 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
  • Mini-Arena: A small-environment experiment with a configurable bot spawner, and dramatic lighting.
  • Modular Range: A sci-fi themed course with various timed shooting challenges with global scoreboards.

Holiday Scenes:
  • Meat Grinder: A challenging survival horror mode, where the player is trapped in a nightmarish maze by a deranged fast-food research scientist. Can you survive long enough to fulfill his deranged demands?
  • Spooky 45: A dark, spooky version to the Arizona Range.
  • Meatmas SnowGlobe: Available only in the months around the Holiday season, this scene changes every year to include new festive goodies!

    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!”
    Read more
    Notice: Requires a virtual reality headset. See the VR Support section for more info.

    Buy Hot Dogs, Horseshoes & Hand Grenades

     

    Recent updates View all (128)

    March 15

    Update 70 Alpha 3 is Now Live! (On the Alpha Branch Only)



    Howdy!

    https://www.youtube.com/watch?v=ntpbWvIQgz8

    Hope you’re all doing well. I juuuuuuuuust managed to get this week’s new systems working well enough for a little Alpha fun today. They’re quite EXPLOSIVE hee hee. Seriously the Sosigs will blow you up with their explosives now. And themselves. A lot. It is hilarious.
    The devlog covers most of what’s important this week. As always, if you run into any issues with the Alpha you think should have my attention, make a post in the bug reports section of the forum!

    Remember, to switch to the Alpha Branch:
    - Right Click H3VR in Steam and go to 'Properties'
    - Click on the 'Betas' tab
    - Click the dropdown and select 'Alpha 1'
    - Hope you all have a wonderful weekend!

    Update 70 - Alpha 3

    Additions:
    - Added New System: Sosig AI Grenade Handling and Throwing
    - Added New Sosig Firearm: M60
    - Added New Sosig Firearm: AA12
    - Added New Sosig Firearm: Magnum
    - Added New Sosig Firearm: Snub Revolver
    - Added New Sosig Grenade: Frag
    - Added New Sosig Grenade: Incendiary
    - Added New Sosig Grenade: Flash
    - Added New Sosig Grenade: Smoke

    Changes:
    - Altered some Sosig Pathing behavior

    Fixes:
    - Fixed Python revolver doubled cylinder
    - Fixed issue where firing Swag-12 shells would alter the volume of pistol shots thereafter
    15 comments Read more

    March 8

    Update 70 Alpha 2 is Now Live! (On the Alpha Branch Only)



    Howdy Folks!

    https://www.youtube.com/watch?v=US7S_H2Hvfo

    Hope you're all doing well this week. This week's Alpha was a bit of a photo finish (still fighting little bugs all over the place), but it thankfully staaaaable enoooough? for y'all to play with. This has been the culmination of lots of research, scary math, diagrams in my notebooks, swearing a lot, and generally fighting to become a better programmer.

    For those who haven't been following my streams, or seen the other recent video on the Sosig AI upgrades, they are loosely based on the approach of the team behind Killzone 2. The sosigs now pick significantly more intelligent places to move to during firefights, taking into account line of sight, coverage, linear distance, distance along navmesh, distance to assault points, and dominant direction of incoming fire when suppressed.

    They're the most sophisticated... anything I've ever made, between their sensory loops, core thinking processes, working memory, body complexity, ability to use objects, and with this Alpha they got smarter, more nuanced, and hopefully, a lot more fun to fight across a variety of contexts.

    I hope you all enjoy!

    Peace,
    Anton

    Remember, to switch to the Alpha Branch:
    - Right Click H3VR in Steam and go to 'Properties'
    - Click on the 'Betas' tab
    - Click the dropdown and select 'Alpha 1'
    - Hope you all have a wonderful weekend!

    Update 70 Alpha 2 Changelog:

    Additions:
    - Added New System: AI Tactical Cover Points (used by Sosig-style Agents)
    - AI Cover Points System Added To Proving Ground, Breaching Proto, Cappocolosseum

    Changes:
    - [Player] Made player ‘danger/target priority’ calculation identical to Sosigs
    - [AI] - Sosigs can now be suppressed by nearby projectile impacts and explosions. They accrue suppression, which effects stance, combat behavior, accuracy, reaction time, and how they utlize cover points
    - [AI] - Sosigs can now hold their weapons in variety of poses to get a viable firing angle
    - [AI] - Sosigs now use a variable firearm stability system based on posture and suppression. Stability functions in inverse to felt muzzle rise.
    - [AI] - Sosigs can now clutch on their triggers when maximally suppressed as a panic response
    - [AI] - Sosigs now have simulated reaction time for aiming at fresh targets. This is influenced by range to target and other factors.
    - [AI] - Sosigs that are currently set to ‘guard’, ‘patrol’ or ‘investigate’ are now not ‘alerted’ by default. They accrue alertness from hearing sonic events and witnessing targets (based on range to target and sustained viewing). This change makes various forms of stealth more viable. Note: It is still unknown the full extent of this change on Pacification squads in Rotwieners, so this system will still likely be adjusted in the coming weeks.
    - [AI] - Sosig aim is now more realistically imperfect. They still try to fire perfectly but firing stability, reaction time, movement speed and direction and a number of other factors now interfere.
    - [AI] - Sosig Melee Pathing system completely rebuilt. It is not terrible now.
    - [AI] - Sosig Target prioritization system rebuilt. Significantly more reliable now.
    - [AI] - Sosig body poses slightly different now. Prone stance now has upper two links in more upright position for better fighting in this stance.
    - [Breaching Proto] Navmesh Rebuilt
    - [Proving Ground] Altered Navmesh and AI goal points
    - [Proving Ground] Changed Barrier layout and materials

    Fixes:
    - [Breaching Proto] Fixed Sosig Spawn Points
    - [Breaching Proto] Removed Glass bottles that would break half the time on outside box
    - [Breaching Proto] Fixed Sosigs Wandering outside after spawning for no reason
    18 comments Read more
    See all discussions

    Report bugs and leave feedback for this game on the discussion boards

    About This Game

    Do you like hotdogs? How about horseshoes? Hand grenades? (everyone likes hand grenades) Anyway, we've 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 bizarre obsession with meat. Head on over to the firing range and learn to operate an arsenal full of firearms. Customize your perfect preposterous tacti-cool arsenal. Compete in structured challenges with global leaderboards. Blast apart meaty bots and then chill out on the range setting off fireworks. Or have some friends over and take turns throwing everything from horseshoes to explosives 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.
    • Games and experiments across various genres and degrees of structure.
    • Multiple shooting and demolitions ranges from realist to fantastical.
    • Timed challenges with global leaderboards.
    • Over 250!!! accurate simulations of historical, modern and futuristic weapons.
    • Mini-games and challenges that are great for Hot-Headset play with friends!
    • 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: 12 GB RAM
      • Graphics: Nvidia GeForce GTX 1060/970, AMD Radeon R9 290 equivalent or better
      • DirectX: Version 11
      • Storage: 20 GB available space
      • Sound Card: N/A
      • Additional Notes: SSD Or Cache-Assisted HDD REQUIRED, Windows Virtual Memory MUST be enabled (16gb recommended)
      Recommended:
      • OS: Windows 8.1 or later, Windows 10
      • Processor: CPU: Intel i5-6600 or better
      • Memory: 16 GB RAM
      • Graphics: Nvidia GeForce GTX 1080/980TI, Radeon RX Vega
      • DirectX: Version 11
      • Storage: 20 GB available space
      • Sound Card: N/A
      • Additional Notes: Internal SSD HIGHLY Recommended, Windows Virtual Memory MUST be enabled (16gb recommended)

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