Early Access Feature Update #10, Patch 3.2
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
The golden age of violent flash games now in your VR headset. Fully physics based combat with melee and firearms featuring copious amounts of blood, gore and destruction.
| App ID | 2669380 |
|---|---|
| App type | Game |
| Developer | Kubunautilus |
| Publisher | Kubunautilus |
| Release date | 31 March 2024 · Early Access |
| Release state | released |
| Content descriptors | Frequent Violence or Gore, General Mature Content |
| Workshop | Visible |
| Store page | store.steampowered.com/app/2669380 |
| Last store refresh | 11 hours ago |
| # | Executable | Arguments | OS | Description |
|---|---|---|---|---|
| 0 | BrutalistickVR.exe | 64 | With OpenVR (recommended for Valve Index) | |
| 1 | BrutalistickVR.exe | -forceOpenXR | 64 | With OpenXR (recommended for everything else) |
Hourly peaks, UTC. All-time peak covers SteamRaw's recorded history.
All Steam store regions, converted to USD at today's exchange rate, compared with the US price. Lowest is the lowest price SteamRaw has recorded for that region.
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| Date | Price | Regular | Discount |
|---|---|---|---|
| 11 September 2026 21:56 UTC | $9.99 | $9.99 |
| DLC | AppID | Release | Price |
|---|---|---|---|
| No DLC known for this app. | |||
| Branch | Build ID | Description | Updated | Password |
|---|---|---|---|---|
| public | 24736798 | 14 August 2026 14:43 UTC | ||
| experimental | 24736798 | Branch to test new features that may or may not make it to the main branch | 14 August 2026 14:42 UTC | |
| meleemodding | 16142130 | Workaround older branch for testing melee mods | 19 April 2025 16:18 UTC | |
| old-build | 19758723 | An older branch for modding tools | 13 November 2025 18:36 UTC | |
| previous-update | 21864790 | A branch for the previous update | 10 February 2026 11:28 UTC | |
| update10patch2 | 24171684 | To revert back to in order to prevent crashes | 12 July 2026 16:12 UTC |
| Depot | Name | OS | Size | Download | Public manifest | Notes |
|---|---|---|---|---|---|---|
| 2669381 | windows · 64 | 3.53 GB | 1.38 GB | 3374904531205686804 | branches: experimental, meleemodding, old-build, previous-update, update10patch2 |
A build is one published version of the game's files on a branch. Steam assigns a new build ID every time the developer pushes an update, so this list is the update history of the app. The files inside a build (depot manifests) are only readable with an account that owns the game, which SteamRaw does not have yet, so build contents are not shown.
| Build ID | Branch | Updated | First seen |
|---|---|---|---|
| 24736798 | public | 14 August 2026 14:43 UTC | 12 hours ago |
| 24736798 | experimental | 14 August 2026 14:42 UTC | 12 hours ago |
| 24171684 | update10patch2 | 12 July 2026 16:12 UTC | 12 hours ago |
| 21864790 | previous-update | 10 February 2026 11:28 UTC | 12 hours ago |
| 19758723 | old-build | 13 November 2025 18:36 UTC | 12 hours ago |
| 16142130 | meleemodding | 19 April 2025 16:18 UTC | 12 hours ago |
Every appinfo change SteamRaw has observed, grouped by changelist. Tags, features, languages, builds, depots, prices and any other key Steam publishes. Tracking since at least 11 September 2026 21:32 UTC (estimated from the earliest recorded change; the exact first fetch was not stored).
No changes recorded since SteamRaw first saw this app. Every future PICS change will be listed here.
| Changelist | Apps | Packages | Seen | What changed |
|---|---|---|---|---|
| No changelists recorded for this app yet. | ||||
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
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 th
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 fa
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 stronge
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 issu
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
{STEAM_CLAN_IMAGE}/44752448/b1cee12eb2aa42ba432549a7b83c8243de7e984e.gif 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
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 c
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! {STEAM_CLAN_IMAGE}/44752448/41a393ebdd18eca1e30922a19f2bc6a2134a432c.gif 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
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
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. {STEAM_CLAN_IMAGE}/44752448/25d8ff634b992
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 las
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 go
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)Play
{STEAM_CLAN_IMAGE}/44752448/9a09cc554f830bf52b15021984f363391240475e.gif 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 visual
Full appinfo as delivered by Steam PICS, changenumber 38679691. Also at /api/app/2669380/raw.
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