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 (78) - 97% of the 78 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (2,181) - 96% of the 2,181 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 the HTC Vive virtual reality headset. See the VR Support section for more info.

    Buy Hot Dogs, Horseshoes & Hand Grenades

     

    Recent updates View all (115)

    November 9

    Update 61 is Now Live!



    Howdy Folks!

    https://www.youtube.com/watch?v=gQyfW9O0f9w

    Got a smaller update for y’all this week (still recovering from the month of October truth be told). The focus this week was primarilly on clearing out a back-log of bugs, and do a bunch of Quality-of-Life tuning.

    Rift users, please let me know how the new snap-turn options work for you. They are available all the time, regardless of which locomotion mode you have enabled. Remember that in the new ‘Global Options’ tab of the Movement Options, you can chose the angle increment for each ‘snap’. Finally ARMSWINGER FOR EVERYONE!! :-)

    Lastly, for those of your playing Rotwieners, please let me know how you feel about the new balance. All projectile weapons should do more bleed damage, which helps everything from 9mm, to body-shots from Bolt Actions. Should make firearm usage far more viable (assuming you’re landing center-of-mass hits on links).

    Anywho, hope y’all have a wonderful weekend. See you on stream!

    Peaaaace,

    Anton

    Update 61 Changelog:

    Additions:

    - Added New Firearm: APC9 Carbine (9x19mm)
    - Added New Firearm: APC45 Carbine (.45acp)
    - Added New Firearm: Bubba-15 (5.56x45mm)

    - [Rotwieners] Added New System: Local Teleportation System For Honey Hamlet

    Changes:

    - Rebuilt all two-handed weapons to use a different approach on pivot to improve control/game-feel
    - Changed Ballistic System Damage Computation For Soft Targets. Rounds that overpenetrate should now do significantly more bleeding damage as an ‘exit wound’ simulation
    - Cartridges can now be cooked off by Ignitor Particle Systems
    - [Rotwieners] Added New ‘Object Catcher’ system for objects that fall through the environment. Teleports them to same XZ cord but above ground.
    - [Rotwieners] Enemies now only spawn with ammunition for weapons they are spawned alongside (so for example, a basic Rotwiener that picks up an empty spitter gland will not be able to reload it)
    - [Rotwieners] Rotwiener Life and Damage Resist values tweaked
    - [Rotwieners] Sarah Wiener no longer gives a two-handed weapon as a reward
    - [Rotwieners] Deputy Station Carbine Spawn Table has more possible guns in it

    Fixes:

    - Fixed Display of .455 Webley Cartridge
    - Flamethrower will no longer Spam-Spawn in Take & Hold
    - Fixed grip position/angle for SW500/SW500 Junior
    - Fixed P22 safety behavior
    - [Rotwieners] Fixed Numerous Translocator bugs relating to save state
    - [Rotwieners] Fixed Item Retiever Zones continuing to ‘eat’ objects once fulfilled
    - [Rotwieners] Fixed Error relating to Armored Zosigs
    - [Rotwieners] Fixed Rotwiener Hives Not taking explosive damage
    - [Rotwieners] Fixed Meat Cores sometimes being counted multiple times by Ressembler-O-Tron
    - [Rotwieners] Holy Water Fountain now has a sound
    - [Rotwieners] Destroyable Loot containers can now be bashed open, and take less damage to shoot open
    - [Rotwieners] Fixed Jerry Can Sound spam issue
    - Fixed Gunnasium Collision Issue

    Disabled:

    - Vault is currently disabled
    - Gronch is on vacation until the Meatmas season
    17 comments Read more

    November 2

    Update 60 is Now Live! (Return of the Rotwieners Pt.1)



    Howdy Folks!

    https://www.youtube.com/watch?v=5z6nMCrfcMg

    Incredibly sleep-deprived Anton here. After what has somehow been both the longest and shortest month of my life, I an pleased to present to you, Return Of The Rotwieners Pt. 1, the latest and zaniest game-mode for Hot Dogs, Horseshoes and Hand Grenades, just in time for Halloween (mostly/barely)!

    For those of you who don’t know what’s going on yet, RotRW is a Rogue-lite Action RPG mode for H3VR, a sequel/reimagining of a prior scene made for the game for Halloween that was later decommisioned. It began life as a semi-structured sand-box, but quickly grew into a more extensive idea, with a fully-voiced cast of Wieners, quests, and the largest map in the game by a HUGE margin.

    The scale diiiiid come at a slight cost in that I was not quite able to get everything done that was planned/recorded/designed, so this release is basically being broken up into two parts. “Part one” launches today, and has roughly the first half or so of the quest content of the game, about 2/3rds of the NPCs and systems in place, and somewhere around half of the active game-space of the map activated. A series of additional modules will follow in November and onward, as I unlock more parts of the map, add NPCs, loot, seeeeecrets, and other cool things.

    Despite the absolutely breakneck (and really truly unhealthy) pace, this has been one of those life-affirming incredible projects to work on. I’m beyond fortunate to have the group of partners/colleagues/family that I have to work with, who amplify all of the best.. and at times strangest qualities of one’s work. We’ve been working together long enough at this point where the collaboration is almost telepathic, and when we go weird, we go there in sync.

    Finally, I also want to take a moment to highlight some of the incredible contributions by folks outside the quartet of RUSTy fellows, without which this mode would not have been remotely possible:Jennifer Maynulet: Script Co-writer, Producer and 2d artist. The personalities of the NPCs in Rotwieners flow directly from her meaty goofball head. She’s been instrumental in helping me tune the balance of the entire game’s tone between spooky, hilarious and tragic.

    Lucas “Harry Wiener” Miller, World Building, Texturing and UI. The most delightful thing about working with Lucas is that just when I think I’ve hit some sort of wall or high bar for weird, strange or zany, just as I’m starting to laugh at my own joke, Lucas drops a bomb that just triple downs on it. He has a way of using Mis-en-scene, and twisting brand language, civic constructs and puns together to convey a world that is always more f’ed up that I could have imagined, and yet so very perfect for this game. The devil is in the demented details, and he is cackling.

    Joe “The Italian” Kataldo: Composer, Sound designer, V/O Director. Joe’s endurance for marathoning out an impossible amount of quality work on a ridiculous deadline continues to astonish me. The soundtrack he has produced for H3 has been a guidestone throughout the process and inspiration to try to make something that lives up to its power.

    Ben “Bubbles” Gummer: The Meat-smith behind the Sosigs, their arsenal their myriad outfits, and a whole bunch of strange props that likely had him ‘wtf-ing’ at my requests, Ben has been building assets for months now, all of which have been in service to the needs of this mode.

    Stefan “Swedespeed” Engdahl: Stefan also seriously rescued me from my own poor planning, stepping in to take rapid-fire prop requests of increasing bizarre nature. He’s the mind behind the crafting machines in H3, and I’m sure I’m permanently messed with knowledge of english thanks to asking for things like a “Whizzbangadinger”.

    Patrick “Cakes” Sutton: Sound designer. Without Patrick, H3 would flatly still sound like crap. It was his energy, persistence and vision that has responsible for the incredible firearm, handling, melee, and impact sounds that have elevated every aspect of combat and action in the game. He is also possibly greatest (welcome) source of scope-creep I have ever encountered in a collaboration.

    Kiefer “Myoron” Moore: QA testing. My goodness, this release would have been a buggy mess were it not for Myoron. The depth and precision of testing he did for the game during its final week was beyond essential, more bugs and quest/saving logic issues than I would have ever been able to find. A million thanks to him for doing a sort of effort that doesn’t get enough attention in gamedev.

    The Amazing Voice Cast, all friends, family and roped-in significant others:

    Arthur Brussee, Aaron Lewis Davidson, Marc Destefano, Melissa Destefano, Randy Heeren, Joe Kataldo, Cord Lambrecht, Jen Maynulet, Jenny Miller, Julia Miller, Lucas Miller, Luke Noonan, Haelen Nunn, Heidi Sulzdorf-Lizkiewicz, & Landon Wilson

    Anywho, I hope you all truly enjoy this new mode. It has been a delight to work on.

    Peace,
    Anton


    Update Changelog:

    Additions:
    - [Rotweiners Exclusive] Added New Firearm: The Four Letter Word
    - Added New Weapon: Junkyard Flamethrower (in Proving Ground only atm)

    Changes:
    - [Rotwieners] Rotwiener spawn-due-to-sound event rebuilt. It now is pop-cap limited, and has a rate limiter so that mag-dumping weapons doesn’t cause 5-20x the spawning as a single explosion/bolt action shot, etc.
    - [Rotwieners] Meat Core Spawns increased across the board
    - [Rotwieners] Herbs can now be eaten.
    - [Rotwieners] Meat Cores and Herbs now persist between runs/deaths/etc.
    - [Rotwieners] Meat Cores and Herbs are now thrown up in a random mix based on what is in ‘stomach’

    Fixes:
    - Fixed Certain Melee weapons doing damage while sitting in quickbelt slots
    - [Rotwieners] Fixed Flame Traps quest not registering as completed in Lori’s dialogue tree
    - [Rotwieners] FIxed Charcoal Grill pickup issue
    - [Rotwieners] Fixed Dissappearing Charcoal Grill Bug
    - [Rotwieners] Nests now actually spawn wieners correctly
    - [Rotwieners] Fixed hole in Reloadamatic base
    - [Rotwieners] Fixed Resemmblerotron filling multipler slots with one meat core
    - [Rotwieners] Fixed incorrect Resemmblerotron num slot display
    - [Rotwieners] Nests now actually spawn wieners correctly
    - [Rotwieners] Fixed Rotwiener weapons not despawning when they despawn
    - [Rotwieners] Fixed Bottom teleport button glitching to weird position in home base
    - [Rotwieners] Fixed Translocators displaying the incorrect core count (and not being available) on reload.

    Disabled:
    - Vault is currently disabled
    - Gronch is on vacation until the Meatmas season
    29 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 150 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: 10 GB available space
      • Sound Card: N/A
      • Additional Notes: Installation on SSD HIGHLY 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: 10 GB available space
      • Sound Card: N/A
      • Additional Notes: Internal SSD HIGHLY Recommended

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