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 (63) - 96% of the 63 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (1,721) - 97% of the 1,721 user reviews for this game are positive.
Release Date:
Apr 5, 2016
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Early Access Game

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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 (97)

    May 18

    Early Access Update 52 is (Finally) Live!!!!!!!!



    https://www.youtube.com/watch?v=yI-OQ0k3gQw
    Howdy Folks!

    At long last, after a grueling 4 months, 13 Alphas, and far more work than I ever anticipated, Update 52 is live and off the Alpha Branch. We've got a positively gargantuan change-log for you.

    The big scene addition is the Sampler Platter, which is H3's tutorial scene of sorts (with a dynamic help system that shows you the next step needed to ready an object/firearm for use, with custom illustrations showing controls for both Vive and Rift).

    There are of course all the delightful toys from the past couple months, and a couple new, very special, long awaited additions that I know you folks will love (and will allow me to remove an oft asked question from the FAQ hehe).

    Well, as I've covered things fairly completely in the video, I'll just let the changelog speak for itself. Happy to answer any and all questions you folks might have though!

    Peace!

    Anton

    Update 52 Changelog:

    TLDR (the big stuff):
    - 42 NEW GUNS
    - 5 NEW GRENADES
    - 18 NEW ATTACHMENTS
    - NEW AWESOME SOUNDS
    - ALL MAJOR WEAPON SYSTEMS REBUILT

    Audio System Rebuild (Still ongoing)
    - All firearms have new mixed Audio (MASSIVE FREAKING SHOUT-OUTS TO PATRICK!!!)
    - Local Reverb System, with gun shot+tail sample sets for 8 reverb archetypes and a bunch a parameterized mid-points
    - Player location-sensitive dynamic reverb for all other sounds
    - Rebuilt bot authored-reverb gunshot sounds for bots
    - Efficient sound occlusion system
    = Time-of-flight delay for distant sound effects

    Recoil System Rebuild
    - More detailed, mass-driven recoil profiles for all guns
    - Recoil damping behavior now takes into account hand positions, grips and stock proximity to shoulder
    - Two-handing pistols now makes significantly more difference in muzzle recovery time (simply have your other hand near the grip, either empty, or holding a magazine, knife or flashlight to brace the gun)

    Automatic Handgun Rebuild
    - Trigger Styles now simulated (SA, SA/DA, DAO, Strikerfire)
    - Slide Movement now occurs across full range, including lock-point
    New Audio Events
    - Greater control and reliability in slide spring simulation
    - Round now animates during chambering and extraction
    - More nuance/options in Safety behavior
    - More nuanced, accurate and varied safety/decercking behavior

    Tubefed Shotgun Rebuild
    - Pump shotguns can no longer ‘jam’ with slow movement of pump
    - Manually chambered rounds are now placed on the carrier instead
    - Switching between pump and automatic mode for Spas12 now _works_
    - Intertial Racking no longer breaks all the time

    Closed & Open Bolt Weapon Rebuild
    - Bolts can now be pulled back further than lock point (as should be the case)
    - More consistent behavior
    - Cleaned up many state-combination related bugs
    - More reliable fire rates
    - Can no longer ‘jam’ during frame drops

    Explosions System Rebuilt
    - Actual Pressure/heat damage done now.
    - Simulated Overpressure when explosions occur in small environments
    - Explosion Damage is only partially occluded by cover (be careful!)
    - Explosions and shrapnel system have gotten significant optimizations
    - Smoke system added for smoke grenades

    New Attachment Type: Fore-grips
    - New attachable fore-grips allow for a new grab point for the gun fore
    - Can be removed by grabbing via them, then clicking touchpad down
    - Attempts to resolve a good base pose hybrid with gun’s original foregrip point. Will glitch if you place them stupidly though.

    New Attachment Type: Stocks
    - All automatic pistols can mount attachable stocks (revolvers coming soon)
    - Allow for carbine-izing things, especially in cases where a foregrip can be mounted.
    - 3 Historical and 2 modern stocks available

    Take & Hold Game Mode Significantly Retuned
    - Better Bot spawning progression
    - Multiple loot tables
    - More stable pathing
    - Wandering Bot Groups
    - More Varied Spawns
    - New Health Options

    Meat Grinder Re-tuned
    - New Hydraulic bots
    - Better Spawn Tables
    - Plenty of bug fixes

    Added Firearms - Pistols
    - 1911 Operator (9x19mm) with integrated Red Dot Sight
    - M9A3 (9x19mm) w. 17 rnd magazine
    - Defender 45 (.45 ACP)
    - Dillinger’s 1911 (.45 ACP) with integrated foregrip and compensator
    - Luger Artillery LP08 (9x19mm) with 32-round Snail Drum
    - Luger Carbine 1902 (9x19mm)
    - Luger WTH Mod (9x19mm) (Fictional)
    - M712 Machine Pistol (7.63x25mm Mauser)
    - P38 & P38 Snub Pistols (9x19mm)
    - Degel .50 (.50 Imaginary) (Imaginary)
    - Oversize 1911 (.45 ACP Oversize) (Fictional)

    Added Firearms - Shotguns
    - Auto 5 Shotgun (12 gauge)
    - M1897 Trench Gun (12 gauge)
    - Wells 1864 Coach Gun (12 gauge)
    - Double Barrel 1882 Shotgun (12 gauge)
    - CQB 870 (12 gauge)
    - Express 870 (12 gauge)

    Added Firearms - SMGs & Carbines
    - M1928 Thompson (.45 ACP) w. 50 and 100 rnd Drum Mags
    - MX4 Carbine (9x19mm)
    - Mauser Trench Carbine (7.63x25mm Mauser) with 10, 20, 30 and 40 rnd. Magazines
    - Mauser Assault Carbine (7.63x25mm Mauser) (Fictional)
    - Kalishniluger (9x19mm)
    - Blyskawica (9x19mm)
    - Model 38 (9x19mm)
    - Thompson Carbine Prototype (.30 Carbine)
    - Hyde Light Rifle Prototype (.30 Carbine)
    - Model 81 (.35 Remington) with 15 round magazine

    Added Firearms - Rifles
    - Johnson 1941 (.30-06)
    - Model 70 (.308 Winchester)
    - M38 Mosin Nagant (7.62x54mmR)
    - Springfield 1903 (.3006 Springfield)
    - K98k (7.92x57mm)

    Added Firearms - Light Machineguns
    - M249 (5.56 x 45mm) w. 200rnd Belt Box
    - MG 42 (7.92x57mm) w. 50 rnd Assault Drum
    - Bren LMG (.303 British) w. Bipod
    - BAR LMG (.30-06) w. Bipod
    - DP28 Shorty (7.62x54mmR)
    - DP28 (7.62x54mmR) w. Bipod

    Added Firearms - Launchers
    - MGL Grenade Launcher (40x46mm Grenade)
    - M320 Grenade Launcher (40x46mm Grenade)
    - SturmPistole (SturmGrenade)

    Other Additions:
    - Added New Grenade: XM84 Stun Grenade
    - Added New Grenade: M18 Smoke Grenade in several colors
    - Added Mk. 2 Frag Grenade
    - Added No. 69 Impact Grenade
    - Added Steilhandgranate
    - Added New Magazine: 1911 Extended Mag
    - Added New Stripper Clip: .30-06 Springfield
    - Added New Stripper Clip: .303 British
    - Added New Attachment: M1 Garand Prototype Optic
    - Added New Attachment: Suppressor Mp9
    - Added New Attachment: Suppressor Model 27
    - Added New Attachment: Suppressor Shroud
    - Added New Attachment: Luger Stock Artillery
    - Added New Attachment: Luger Stock Carbine
    - Added New Attachment: C96 Mauser Stock
    - Added New Attachment: Foregrip Mini
    - Added New Attachment: Foregrip MX4
    - Added New Attachment: Foregrip QC9
    - Added New Attachment: Foregrip Vector45
    - Added New Attachment: Foregrip Angled Black
    - Added New Attachment: Foregrip Angled Tan
    - Added New Attachment: Handstop QC9
    - Added New Attachment Set: Barrel Extensions (Short, Medium, Long)
    - Added New Attachment: M84 for M1/M2 Carbine
    - Added New Ammo Variations: 40x46mm (HE, Airburst, MPARMS, Practice, CSGas + 5 Fictional ones)
    - Added New Bot Weapons (MP5SD, Scout, AKM, Uzi)
    - Added New Bot Type: Combat Shield
    - Added New Option: Hand-to-object Mode (Direct, Floating) allows performance/behavior tradeoff

    Changes:
    - M79 Model rebuilt and improved to be less wobbly
    - M79 Now uses break-action shotgun controls
    - All explosions rebalanced using new system, some shrapnel removed
    - 870 shotguns renamed to what they ACTUALLY are, namely MB500s
    - Added functional safety to PPK
    - Added functional safety to Desert Eagle 44
    - Cyber Pistol now fire 10mm DSM cartridges
    - Sako85 Now has visible hammer movement
    - Sako85 and 8400s now have safeties
    - Bolt Actions now have Hammers/Cocked Indicators
    - Mac11 totally rebuilt using new Open-Bolt System
    - Tactical 8400 & 8400 Shorty can now mount suppressors
    - Stripper Clips now have sounds for affixing and removing
    - Stripper Clips are now automatically detached from a firearm when grabbed if firearm magazine is full.
    - Vz64 now has functional folding stock
    - Vz64 now has Magazine Grab Trigger
    - Mac11 now has Magazine Grab Trigger
    - Altered G22 Full AutoMod’s rate of fire
    - AK101 now has functional folding stock
    - PPK, M9, PX4, 1911s all given new more accurate varied safety behavior
    - Slides for handguns no longer ‘jump’ when grabbed, but actuate properly taking the local offset of initial z-axis grab point into account
    - (Boomskee) Added several more height settings and switched buttons over to use laser-pointer
    - Foregrips removed from Vector 45s, UMP, QC9, Mk18
    - Under-rail and foregrip removed from CX4
    - AKS-74U now has Russian-style rail mount on side
    - Stripper Clips can now have rounds ejected from them
    - Suppressor Mount Added to Model 8
    - Attachment Rails Added to Famas F1
    - Galil Picatinny top rail removed and replaced with Russian-style side mount
    - Attachment Rails Added to L85A1
    - SWAG 12 HE/FA rounds fixed/improved

    Fixes:
    - Safety can no longer be engaged on AK style weapons when bolt would block said movement
    - SPAS12 mode switch now actually works
    - Fixed Aug A3’s capacity (it should be 42 for the magazine I have, whoops)
    - Bolt-action alt mode can no longer be cycled into when bolt is not forward (to prevent state glitches)
    - Fixed suuuuuuuuper messed up irons on Rhino20DS
    - 1873 variant magazine capacities corrected
    - Cyber Grenade fuse setting now saved correctly when spawn-duplicating

    Removed:
    - Rise of the Rotwieners removed until next Halloween (being re-imagined)
    - Removed all old ‘gold mags’
    - Removed Mp9 Suppressed (its suppressor is now available seperately)
    - OG M4 has now been removed instead of migrated to new systems
    - M4 Handlesight removed
    - M1D Garand Removed (Scope is now an attachement option)
    - M1 Carbine M84 version Removed (Scope is now an attachment option)
    - M2 Carbine M84 version Removed (Scope is now an attachment option)
    - L85 Susat version Removed (Scope is now an attachment option)
    - Model 8 Shorty Removed (hur durr gun can’t work like that due to reciprocating barrel)
    - 8 gauge shotgun removed for rebuilding
    - RPK removed for rebuilding
    40 comments Read more

    May 14

    Update 52 Final Alpha Week

    Howdy Folks!

    Wanted to give you all a heads up; as this is the final week of development on Update 52, focusing on fixing bugs, there are going to be a whole bunch of pushes to the Alpha branch. If you're currently on the Alpha branch, and don't want to be frequently downloading several-gig updates as I do this final iteration, you have two options:

    1. Switch back off of beta branches to mainline

    2. Set your update option for the game to "only update this game when I launch it" in the Properties -> Updates section of the game.



    As mentioned this past weekend, any and all help is useful in bug hunting for this final push for the update. If you run into functionality issues of any kind (lets hold the gun-inaccuracy/game balance stuff til later), please do create a bug report thread here in the BUG REPORTS section of the Steam Community forum.

    The build being pushed today is meant to address a couple things, by altering the way that physics is calculated related to frame rate. These are fairly major changes under the hood, but SHOULD only result in user-side change that is somewhere between imperceptible to better.

    - Major physics-related perf. spikes/sudden frame-rate implosion should be majorly improved

    - Frame drops due to moving a complex gun over quick-belt holstered items while moving should be improved

    - That Meatgrinder bug where a billion items would spawn out of a meatpile/box and then crash you SHOULD be fixed now

    - The experience in game when having to run in reprojection should be less spiky and more stable (for our very low-hardware-spec users).

    Hope you're all having a wonderful week!

    Anton
    7 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: 8 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
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