BRUTALISTICK VR

BRUTALISTICK VR Early Access Feature Update #10 - Split Foes & Death Throes

Version
Early Access Feature Update #10 - Split Foes & Death Throes
Version Date
June 19, 2026
Links

Patch Notes

Early Access Feature Update #10 - Split Foes & Death Throes

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:



    [Features]
  • 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 half and tons of other small parts.
  • Added 3 new tracks to the music rotation.
  • Armor and helmets can now be sliced in half with enough power behind the swing.
  • Armor and helmets now throw sparks when slashed.
  • [Gore]
  • Chopping is now possible! Chopping attacks no longer result in a binary state of sliced in half or bouncing off the blade. It's possible for a weapon to get lodged in the body part halfway through slicing.
  • Stabbing does not limit the horizontal movement anymore! Blades that have been stabbed inside can now be pulled out sideways, possibly slicing the body part in half.
  • Dismembered body parts can now receive blood and gore again without increasing the VRAM cost.
  • Slicing now depends on the follow through force as well, not just the force at the moment of impact.
  • [Physics]
  • Improved the stability of enemy bodies/ragdolls
  • Ragdoll glitches resolve themselves better
  • Removed hand collisions when wielding melee weapons to prevent glitches
  • Slicing causes less of a slowdown in a swing, swinging through multiple body parts or multiple enemies is much more feasible.
  • Axes and similar bladed weapons can now be pulled out in the corresponding direction if a corner/edge is sticking out of the body part.
  • [Changes]
  • Improved stability of the damage and cause of death calculations
  • Changed the modding framework to match the new sharp melee weapons. Old mods should still be somewhat compatible but there was only so much I could do and so many assumptions I could make. Remaking old mods using the new framework is still recommended.
  • Added support for custom hand poses for melee weapons.
  • Improved the shader for smoke and blood puffs to make the animation look smoother.
  • [Weapons]
  • Added a Chainsaw
  • Added a Viking Axe
  • Added a Zweihänder
  • [Performance]
  • Improved the performance of blood puffs (both bullet and dismemberment clouds)
  • Improved the performance and memory cost of blood painting
  • [Cosmetics]
  • Added a Hockey Mask
  • [Fixes]
  • A bug related to missing outfit save data sometimes causing spawns in levels to break should now be fixed
  • Fixed a bug relating to the Steam workshop uploader.
  • Fixed a rare exception when popping out eyes
  • [Hotfixes]
  • Fixed enemies not falling over when their legs are cut off
  • Fixed pitchfork not being able to stab
  • Increased the voice volume's max percentage to 200% as a temporary bandage until I can rework them to be more audible