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 (73) - 91% of the 73 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (3,031) - 96% of the 3,031 user reviews for this game are positive.
Release Date:
Apr 5, 2016

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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 (130)

    April 5

    Update 71 is Now Live!

    Howdy Folks!

    I know we’ve already had an update this week, back on the first, but I decided to spend the rest of the week dealing with a bunch of the back log of bugs I’ve accrued the past month or so (especially from down an off-schedule rushed novelty update *cough*). Either way, it feels good to pull this many things off the Todo list, and some of the more complex issues I’m still working on should also be resolved before the next release.

    As mentioned in the video, the next month is going to be a slower release cadence, as I shift my energies fully to working on Take & Hold. The next release will also likely begin another Alpha cycle, as I will likely need to make some more changes to the total state permuation space for the Sosigs to get them behaving as I need for Take and Hold.

    Anywho, as always, let me know if I broke anything *nervous laugh*, and I hope y’all enjoy the various changes and fixes.


    Update 71 Changelog

    - Added New Firearm: Hecate Anti-Materiel Rifle (.50 BMG)
    - Added New Firearm: Triple Regret (.50 BMG)
    - Added New Firearm: Whizzbanger Mk. 2 (.50 BMG)

    - Hecate 2 now has functional bipod
    - Player Visibility Calculation Changed.
    - Gepard SMG now has Russian style attachment mount on side
    - Gepard SMG now has magazine grab trigger on the underside
    - Pistol Caliber rounds now generate significantly less suppression per hit
    - Whizzbanger hitpoint can now be shot to set it off
    - Whizzbanger now has Stock and Suppressor mount *snort*
    - [Cappocolloseum] Newer Sosigguns now appear in various modes
    - [Cappocolloseum] Sosiggrenades can now spawn in Battle Petite

    - MGL now has proper usagle cylinder ejector
    - Fixed MGL firing incorrect chamber in cylinder
    - Fixed Striker-fired pistols spawned from Vault (including their assembly)
    - Backpack Quickbelt slots can now be used when held but holstered
    - Classic M4A1 virtual stock point fixed
    - Fixed bug with Sosig Weapons and player quickbelt slots
    - Fixed geo hole in Mp5-10A5, mp5-40A5, Mp5A5, Mp5SD6
    - SRS2 is now the correct size (thanks Stefan!!!)
    - All Magazines should be perceptible to Agents when they impact other surfaces/objects now
    - Fixed lowest joint break killing Sosigs when it shouldn’t
    - Fixed math errors that caused the player to be barely visible in indoor situations. Note this means that stealthiness is a little more difficult now.
    - Fixed H51 series not having chamber state saved correctly in Vault
    Susat Scope, Stand Foregrip and Uzi Suppressor now have correct item spawner picture
    - Simple launchers (like the Flaregun, H69) how flick open/shut correctly when player rig is rotated
    - Fixed incorrect Webley revolver picture in Vault
    - 1887 model shotguns no longer have their hammer pieces overrotate.
    - Fixed a bunch of Vault specific bugs that only occured in the M.E.A.T.S. scene
    - Laser mines in T&H containment damage the player again
    - Fixed issue where it was possible to grab a harnessed item out of the other hand by grabbing its quickbelt slot
    - [MeatGrinder] Laser mines now damage the player again
    - [MeatGrinder] HotDog Swarms can be destroyed now
    - [MeatGrinder] Spinjack Meat Now no longer auto-explodes
    - [MeatGrinder] Tried to physics-laminate floors better to prevent fall-through (other than in boiler)
    - [MeatGrinder] Fixed meat piles in starting room auto-exploding
    28 comments Read more

    March 22

    Update 70 Alpha 4 is Now Live! (On the Alpha Branch Only)

    Howdy Folks!

    Hope you’re all doing well. I’ve had a bit of a torturous week of bug hunting, but at the very least was able to sneak in some time for implementing new toys. I know it’s taken me a downright silly amount of time to get a classic M4 back in the game, but I finally did (after some delicate model surgery). Hope you enjoy it!

    As for the loading bug I discuss in the devlog. If you have it, PLEASE tell me the results of testing the force-load. The more info I have, the better, and I want to make sure this ‘fix’ doesn’t actually make things work, or cause crashes!

    Anywho, here’s this week’s changelog!


    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 4

    - Added New Firearm: M4 Classic (5.56x45mm)
    - Added New Firearm: Phantom 9 (9x19mm, compatible with G17/18/19 magazines)

    - Changed Model (and physics geo) for Sosig Melee Weapons (Tanto, Tomahawk, Crowbar)
    - Changed Mk18 name to ‘Mk 18 Custom’
    - Changed Mk18 Trigger group to Safe-Fire-Auto
    - Added a ‘force load’ button that appears in the main menu scene when async load hangs on 99% longer than a couple seconds. You can also force a synchronous load using ‘L’ on the keyboard. Note this may kick you out to the compositor briefly.

    - Fixed Python revolver doubled cylinder
    - Fixed issue where firing Swag-12 shells would alter the volume of pistol shots thereafter
    - Fixed Quickbelt Changes not saving in the main menu
    - Fixed Infinite Sosig Grenade Pin Issue
    - Fixed Some issues related to pathfinding failures (i think)
    27 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

      • 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)
      • 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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