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BRUTALISTICK VR

BRUTALISTICK VR Steam news

Kubunautilus | Mar 31, 2024 | game

Released

65players observed · 25 September 2026 - 23:17:03 UTC

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  • Latest observed players65 · 25 September 2026 - 23:17:03 UTC
  • SteamPulse tracked peak152
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score95% positive

BRUTALISTICK VR news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed players65 · 25 September 2026 - 23:17:03 UTC
  • SteamPulse tracked peak152
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score95% positive
  • Total reviews1,436
  • Release dateMar 31, 2024
  • DeveloperKubunautilus
  • PublisherKubunautilus

Genres: Action, Indie, Early Access

Company pages: Developer: KubunautilusPublisher: Kubunautilus

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BRUTALISTICK VR Steam news

BRUTALISTICK VR news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • Early Access Feature Update #10, Patch 3.2 - 14 August 2026

    Changelog: Added option to switch between controller-based and headset-based movement Slightly redesigned Controls tab in the settings to look cleaner Fixed enemies in Infection mode not reanimating

  • Early Access Feature Update #10, Patch 3.1 - 10 August 2026

    This is an experimental patch since I wasn't able to reproduce the crashes introduced in Update #10 Patch 3 myself. Since Patch 3's slicing improvements were multi-threaded, I presumed the crashes were related to sub-threads trying to read info from the main thread which isn't supported in Unity. Again, operating under assumptions but hopefully this will fix it. Let me know if you still experience any issues. Changelog: Changed the Clang sound for heavy blunt weapons when colliding with flesh Fixed the sharp melee weapon related crashes (hopefully) Changed a few more things to hopefully fix the crashes Removed the test sticks from the main hub Changed some more things to hopefully fix the crashes. Again.

  • Early Access Feature Update #10, Patch 3 - 8 August 2026

    The star of this patch is the improved chopping/slicing behavior, faster and heavier hits are now better at slicing, as they should be. Additionally, a lot of errors got fixed including the fatal error that caused crashes to desktop, full VR runtime crashes or even blue screens, and the performance was somewhat improved. Changelog: Greatly improved slicing at higher velocities Added volume slider for shop stand music Added a Flanged Mace Improved the performance and memory efficiency of the enemy movement script Improved the performance and memory efficiency of the enemy health script Fixed fatal error that caused crashes, usually with modded weapons. This was due to infinite forces being applied to weapons accidentally Fixed VRAM not being released properly which caused memory leaks and degraded performance Fixed slashing audio (no more persistent sounds even after pulling a blade out)…

  • Early Access Feature Update #10, Patch 2 - 12 July 2026

    I'd like to start off by apologizing for the bug I accidentally introduced last update that caused some of the remaining enemies to not be counted as dead. I didn't catch it during my testing and truth be told, I couldn't reproduce it deliberately either. I made my best educated guesses as to what the cause might be and hopefully that has been enough to fix it. If not, I added some safeguards that will force kill any remaining enemies, thus allowing you to complete the mission and preventing soft locks. Thanks for hanging in there! I'm gonna try to improve the chopping behavior next so stronger hits wouldn't bounce off, right now it's kind of a crapshoot. Changelog: Added overlay icons to the last remaining enemies if no kills have been detected for 30 seconds Added a failsafe switch that starts killing remaining enemies if no kills have been recorded for an extended duration Fixed enem…

  • Early Access Feature Update #10, Patch 1 - 2 July 2026

    I figured out why the sharp weapons sometimes bounce instead of chop, particularly in the case of fast attacks. Essentially it tries to resolve the collision even if it should chop. With lower velocities, the bounce is not strong enough to override the chop/stab calculations but once they get fast enough, it bounces away with enough force to interrupt the chopping on the same frame. The physics engine is working against me here so I'll have to wrangle the contacts on a lower level which will take a bit longer than a simple patch. Nevertheless, I hope this patch fixes at least a few of the issues you're having with this update. Changelog: Chopping and stabbing is now more forgiving with its angle Chopping and stabbing now more reliable Fixed the cause of death calculations, and therefore the optional objectives and regeneration skills Fixed newly added weapons defaulting to the Greatswor…

  • Early Access Feature Update #10 - Split Foes & Death Throes - 19 June 2026

    This was one of the hardest updates I've tackled so far. The logic behind it all broke my brain more times than I can count and all the features took more care to implement than I anticipated. Making the framework behind the new sharp weapons already took a while, implementing it for each and every existing (and new) sharp melee weapon made the process take even longer. I hope the result makes up for the long wait since the previous update. And as always, if you notice any issues, be sure to let me know! There's bound to be a few bugs I missed even with rigorous testing due to the sheer scale of the overhaul. Changelog: Added hurt and death sounds to the enemies!!! Featuring over 1700 unique sounds across 5 different voices. Greatly improved sharp melee weapons. Improved slicing. Slicing someone in half from the top down will result in two connected pieces instead of the previous one ha…

  • Early Access Feature Update #9.7 - 'Tis But A Scratch - 9 February 2026

    Changelog: Bullet holes, slash wounds and blunt trauma now have gore textures in addition to blood Wounds are now dynamic and not decal based Blood on bodies and the environment can receive more details (no longer completely bloody or not bloody at all but has blending instead) Gore and blood textures don't disappear from body parts after dismembering Improved blood puffs (now also receives lighting) Custom blood color is now applied to gore and particles as well Slashing now causes directional blood sprays Improved blood textures to take advantage of the more detailed shaders Improved and more dynamic slashing (feels more impactful and controlled) Changing blood color is now reflected in real time (no need to reload the level) Changed the way slashing damage is calculated (now depends on the length, strength and velocity of the slash) Added a Scimitar Added a Naginata Improved blood pa…

  • Early Access Feature Update #9.6 - Music To My Ears - 23 December 2025

    Happy holidays, everyone! Changelog: Music! Featuring 3 original tracks, one in the main menu and two for the missions. Expect additional tracks in the future. Completely overhauled audio system. Firearms sound louder, punchier and echo better Improved impact sounds for all melee weapons (blades sound like blades, blunt objects sound like blunt objects, not just a single thwack for all metal weapons) Body impact sounds improved (dropping bodies sound like they ought to) Dragging and sliding sounds (sound effects no longer limited to impacts only) Firearms now have proper impact sounds Bullet casings and shells have impact sounds Blood drops no longer the dominating audio source - I had to go over each and every object in the game for this so I may have missed something. If you notice some discrepancies or errors, do let me know. Changed grab point logic to have better centering. This sh…

  • Early Access Feature Update #9.5 - Spinners and Losers - 31 October 2025

    I'd like to start off by apologizing for the long gap since the last update. Life got real busy really quickly but it seems likely that I'll have a bit more time from now on. In any case, I hope you enjoy the update despite it being on the smaller side! Happy Halloween! Changelog: Physical revolvers! Cylinders can be spun using your hands, the environment or the enemies. The ejector rod is physical as well so you no longer have to whip the casings out (although you still can, if you so wish) and you can close the cylinder physically, again, without whipping. Added new zombie enemy type Added protection against corrupted save files. Any corrupted data will now try to fix itself according to previous backups. This may cause small amounts of progression loss but it shouldn't ever break altogether. Enemies now properly abide by their visibility. They shouldn't keep firing at you if you're h…

  • Early Access Feature Update #9.4 - Ware the House At? - 27 August 2025

    This time I've managed to fit a few suggestions in this update and fixed some of the most glaringly obvious and common issues. Changelog: Added enemies that wield two-handed firearms Enemy firearms can now be used by the player (limited ammo and can't be reloaded) New Warehouse map with a bunch of new props that have been added to the spawn gun as well Spawn Gun now has Undo and Clear All buttons Added Unequip button to cosmetics (sorry about this one, it should've been there from the start) Added rotating save backups to prevent data loss upon corruption (if you experience data loss, head on over to your %Appdata%/LocalLow/Kubunautilus/BrutalistickVR folder and you should be able to find and replace your corrupted/broken save with one from the backups folder) Improved player feet animation Added bullet impact particles to most objects Reduced the amount of damage and deformation enemy…

  • Early Access Feature Update #9.3 - Cosmetics, Without The Lootboxes - 18 July 2025

    This was supposed to be a small update with only a spectator camera but I didn't like the way the player looked, so smooth and shiny... So I wound up making a whole cosmetic overhaul, including new hats for both enemies and the player, different glasses for both and a few new outfits, that now have to be purchased. This adds a ton of variety and personality to the enemies so your odds of seeing the "same" NPC are much lower now. Anyway, now that the framework is in place, making new cosmetics should be a breeze and further additions are to be expected. Changelog: New cosmetics for both the player and the NPCs. Also includes a dressing room with a mirror in the Main Hub so you can actually see what you look like. Spectator camera. This can either be controlled with the keyboard by a person at the PC or it can be set to follow the player. Slightly increased the force needed to break a nec…

  • Early Access Feature Update #9.2 - Not Gonna Let This One Slide - 22 June 2025

    This update has been a long time coming, physics-based slides and bolts did not seem feasible for the longest time but now we have 'em. Keep in mind that while I did test it out on every weapon at least once, there may still be a few bugs here or there where the weapon might not behave quite as you'd expect. Just let me know if you encounter anything like that and I'll do my best to quickly fix it. In addition to this, scopes have finally been fixed (at least I sure hope so, seemed to work in my tests), bone breaking got another pass and stats are now tracked and shown in the Main Hub. And last but not least, not a gameplay changing update in any way but there's new art for the game on the Steam Store page and in the Library, which, in my opinion, is a bit nicer than the previous version was. Changelog: Added physics-based slides, bolts, and pumps. Racking a pistol with another one or e…

  • Early Access Feature Update #9.1 - Let's Take a Crack At It - 13 June 2025

    Along with this update, Firearm Modding now has documentation on the framework's wiki, go check it out if you're interested in making mods. (Link to GitHub page) Changelog: Added breakable bones and snappable necks. Breaking the neck or spine results in an instant kill Outlines are back! Enemies and the player now have outlines as a return to the demo and trailer visuals. If you prefer to play without these or if it incurs a performance hit, you can disable them in the Performance settings. (won't take effect until reloading a level) Reworked player arms to look and feel a bit better. Still gotta give it another go at some point but this is already an improvement. Infected enemies should (hopefully) die when they're missing their body parts Church level should no longer force respawn you And, as always, let me know if you encounter any bugs!

  • Early Access Feature Update #9 - Yo Dawg, I Heard You Like Bones - 3 June 2025

    Changelog:Added support for firearm modding Greatly increased the stability of enemies - Also includes the helmets and accessoriesImproved the stumbling and staggering of enemies (less likely to simply fall on their arse) Tactical Shotgun and Stockless Tactical Shotgun Melee enemies now keep attacking you if you haven't moved out of rangeReworked the recoil of some weapons, mainly automatic ones (AK and M16 can now be semi-reasonably one-handed)The death menu now moves with you to prevent soft-locks (for example, dying while falling left the death menu higher than it was possible to reach)Player body collision with dead bodies and dismembered pieces disabled to allow smoother movementAdded safeguards to respawn the player back to the start when falling out of the map (this might still fail if the culprit is a particularly violent physics explosion) Bones no longer disappear upon dismemb…

  • Early Access Feature Update #8.1 - Lock, Stock... - 12 March 2025

    Changelog: Added break action shotguns Added regular checks to kill enemies that may have fallen through the map and prevent mission completion Raised the stiffness of player arms, no longer as wobbly with fast movements or strong forces and no more shoulders at ear level Three new double barreled shotguns Boomstick (regular double-barreled shotgun) Sawed-Off (double-barreled shotgun with sawed off barrel and stock) Shorty (double-barreled shotgun with sawed off barrel) Overhauled the 50BMG and 100BMG Sniper Rifles visually and fixed their recoils (they really kick now) Enemies stand up more reliably, no more floating up from their pelvises Sniper rifles can now have more than a single instance in the level and are no longer removed from the weapon wall after picking up one of them (dual-wielding 100BMG?) Improved the visual clarity of scopes when viewed close-up Lowered player body a b…

  • Early Access Feature Update #8 - In This Moment, The Physics Are Euphoric - 31 January 2025

    This has been a long time coming. The idea has been taking shape for quite a while in my head and I finally felt the theory was solid enough to start building upon it. So here we are, enemies that properly react to getting shot and hit. They don't just fall to the ground when dying or becoming unbalanced but rather stumble and stagger. However, do keep in mind that this is the first iteration so it might still have some bugs or unintended behaviors and expect further improvements and polishing in future updates. Changelog: Added fully procedural enemy animation system Added kicking along with its upgrades (hold down the jump button and press the trigger to kick) Enemies now stumble and stagger on death, hits to the legs and damaging enough hits to the rest of the body Enemies can now grasp their wounds and try to catch their fall Enemies can now curl up on damaging enough hits to their…

  • Early Access Feature Update #7.1 - 24 December 2024

    Changelog: Enemy upper bodies now have a more accurate collider. Should have more reliable behavior with wounds, flowing blood and overall collision accuracy. Enemies now have flowing blood from their wounds again Dynamic objects now receive blood splatters again Mission progress counter on player arm now works properly Fixed 50BMG Sniper Rifle housing a tiny sun Fixed uploading mod maps if props weren't included in the map

  • Early Access Feature Update #7 - Santa Ain't The Only One With A Workshop - 18 December 2024

    The workshop expands! Now supporting map and prop mods with a nice Spawn Gun overhaul to support mod prop spawning along with all the base game physics items! In addition to this, I've upgraded Unity to a new major version, which is also part of why this update took so long. But in exchange we've got much better physics with much less mid-air stuttering, overall performance has improved a little and some small graphical improvements at little to no additional performance cost. And probably some small bugs that I may have happened to overlook during playtesting, make sure to let me know in the comments or on the Discord server if you find any. The barrier of entry for map and prop modding ought to be lower than it was for melee weapons so if you're at all interested, check out the BRUTALISTICK VR Official Modding Framework. Looking forward to what you guys create! Changelog: Added map an…

  • Early Access Feature Update #6.1 - 22 October 2024

    Changelog: Slash and stab wounds finally correctly reflect the orientation of the blade Slashing is now possible when holding the weapon against a body part, not just with new hits Throats can now be slit causing the enemy to bleed out in a few seconds with a pulsating blood stream Shots and stabs to the throat also cause the bleed out sequence to start Changed enemy movement logic to make them faster Made dismemberment about 30% more difficult all around since it was a bit too easy Made slashing deal a bit more damage and made it more satisfying Both revolvers now have more penetrating power, so they're no longer just a harder to reload (and arguably cooler) version of the Deagle Locational damage now works better with melee weapons, meaning hits to the head do even more damage than hits to the limbs Fixed bullet penetration order - Previously the first impact was guaranteed to be what…

  • Early Access Feature Update #6 - What A Horrible Night To Have A Curse - 10 October 2024

    This update took way too long to release and for that I apologize. In return, I hope you'll accept my peace offering of the largest update so far! Changelog: 2 new types of missions - Zombie and Infection Zombies and infected enemies Night modes for Church, Farmland and City levels New progression for unlocking night modes and new mission types .357 Magnum and 12 Gauge Revolver no longer experimental (now in main branch) Added .44 Fat Revolver with a cyberpunk design Added M16 with select fire capability Enemies now have a jawbone Enemies now have upper arm bones Enemies now have lower arm bones Enemies now have thighbones Enemies now have shinbones Reworked player arms (again!) to minimize the dreaded inverted elbow. Also overall not as in your face as they were previously and more in line with the implementation of arms in other games while still retaining the physical nature. City ma…

Patch notes and updates

S.noRelease datePatch nameGID number
114 August 2026Early Access Feature Update #10, Patch 3.21840944183779860
210 August 2026Early Access Feature Update #10, Patch 3.11840310314351248
312 July 2026Early Access Feature Update #10, Patch 21837955055361491
42 July 2026Early Access Feature Update #10, Patch 11836506165569099
524 December 2024Early Access Feature Update #7.11786573930787570
622 October 2024Early Access Feature Update #6.16212244583195368051
724 July 2024Early Access Experimental Update #6 - The Revolver Test5963413094342863919
817 June 2024Early Access Feature Update #5.16890025005364773599
929 April 2024Early Access Feature Update #3.25759616966680750525
1023 April 2024Early Access Feature Update #3.15759616966658633323
1112 April 2024Early Access Small Update #36474562312186265280
1211 April 2024Early Access Feature Update #2 Hotfix5762993398272325052
136 April 2024Early Access Small Update #2 Hotfix5756237364315854812
145 April 2024Early Access Small Update #25756237364313226197
151 April 2024Early Access Small Update #15749481331453132131
1623 December 2023Demo Update #2 - This Feels Normal5410576585138558766
1716 December 2023Demo Update #1 Hotfix 25409450219981465131
1811 December 2023Demo Update #1 - Armed to the Teeth5395938616810548450

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