About the Game
Imagine the golden age of flash games. Now imagine playing them with a VR headset. BRUTALISTICK VR aims to make that happen with copious amounts of blood, gore, destruction and weapon variety.
Realism does not define this game, the rule of cool does. However, that doesn't mean that realism has no place here. Weapons have weight and must be wielded with the intent to kill if you don't want to meet your demise. Firearms require precise aim to fit the bullet between enemy armor plates... Or just buy a weapon with a caliber that will go through anyone and anything that dares stand in its way, the choice is yours.
Everything is simulated physically, throwing your enemies through windows and off roofs, launching a stake through their torso and pinning them against the wall, slicing their body in half with a blade that's more of a large hunk of iron than a sword, and even climbing and using grappling hooks. Dismemberment is not limited to limbs or even joints, splitting someone's head in half vertically is not a question of if but rather when.

Realism does not define this game, the rule of cool does. However, that doesn't mean that realism has no place here. Weapons have weight and must be wielded with the intent to kill if you don't want to meet your demise. Firearms require precise aim to fit the bullet between enemy armor plates... Or just buy a weapon with a caliber that will go through anyone and anything that dares stand in its way, the choice is yours.
Everything is simulated physically, throwing your enemies through windows and off roofs, launching a stake through their torso and pinning them against the wall, slicing their body in half with a blade that's more of a large hunk of iron than a sword, and even climbing and using grappling hooks. Dismemberment is not limited to limbs or even joints, splitting someone's head in half vertically is not a question of if but rather when.
Earn rewards to buy new gear or upgrade your stats and skills
Each mission earns you a reward that can then be used to buy new weapons. Or you can upgrade your stats and skills, from simply increasing your health or rewards to lifesteal and the power of your punches.Coat entire levels with the blood of your enemies
Blood never disappears so you can marvel at the carnage you've created.
Unlock new vendors with an entirely different stock
Each vendor has different types of weapons to complement their personality and the levels that they're unlocked from. From farming tools to experimental military armaments, everything is at your fingertips.Screenshots
13 images
Version Information
Steam Patch Notes
Official update history
On the site: Build 24171684
Up to date
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.
View on Steam
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 enemies not spawning in missions in some cases
- Enemy grabbing behavior improved, they shouldn't be grabbing air any longer
- Fixed SSAO not working
- Fixed loading bar not rendering on top of everything else
- Fixed zombie voices being about twice as loud as the regular enemy voices
- Improved the material conversion process of mods for slightly nicer looking/less washed out materials
- Specular maps now work for modded materials (metallic is still preferred and more physically accurate)
- Custom shaders can be used if you import the OpenXR plugin into the mod project before creating the mod asset bundles
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.
View on Steam
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 Greatsword when saved as a creation
- Fixed missing slicing functionality on road signs in the City map
- Fixed armor pieces getting stuck to weapons after slicing
- Fixed chopping functionality on some angles
- Fixed the new modding SDK for sharp weapons, new melee weapons should now load properly. I'll still have to try to work some more black magic to get the legacy mods to a more serviceable state. The new modding Wiki is still a work in progress but I hope to finish it by next week. Chainsaw support for the SDK requires deeper support than just script-level so it'll still be some time before that gets added.
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
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 it should logically hit but subsequent hits may have been out of order. For example, shooting someone in the chest plate could result in the back plate getting hit as well without even touching the chest itself. - The enemy movement logic change carried over to the fixes side, meaning melee enemies move properly for the most part
- Fixed the navigation mesh in the Lobby, enemies shouldn't slow down or get stuck in some places anymore
- Fixed intestines being bright pink and transparent
[Gore Updates]
This update is only live on the experimental branch. To access it, right click BRUTALISTICK VR in your library, select properties and in the Betas tab, select Beta Participation and then the experimental branch.
This is due to the fact that I'll be away from my PC for the next week at least and I wanted to get something out there meanwhile for y'all!
This definitely isn't as polished as it will be in the actual update. There will most likely be some bugs here and there but it's just a little something to hold you over until then!
View on Steam
This is due to the fact that I'll be away from my PC for the next week at least and I wanted to get something out there meanwhile for y'all!
Changelog:
- A new weapon type - REVOLVERS
- Added a .357 Revolver
- Added a 12 Gauge Revolver
- Increased recoil for most weapons
- Some still haven't been properly tested, if something unexpectedly kicks like a mule with its balls wrapped in duct tape or instead only lightly taps your hand, let me know in the comments or on the Discord server!
This definitely isn't as polished as it will be in the actual update. There will most likely be some bugs here and there but it's just a little something to hold you over until then!
This should've been a quick hotfix but I wound up getting sidetracked with future content.
Now, for the future content I got sidetracked with. I started working on adding a roguelite mode. It's still in early stages but there's functional level generation in place already and a few other features that I'll showcase once they're further along. I don't have a good timeline for this yet but judging by how quickly the first stages have gone, it should be fairly realistic to expect an early version by the end of the summer.
{STEAM_CLAN_IMAGE}/44752448/a7ee256217bdb2421d9d874ba8cac95980af4e9d.png
A corridor that will link two rooms in the roguelite mode. A tiny teaser showing what the general art direction will look like.
View on Steam
Changelog:
- Added damage overlay to the player to let you know you've been damaged without having to look at the health bar.
- I'll probably have to add a directional damage overlay eventually but this is definitely better than nothing. - Removed the Start Wave button from the breach missions which caused the wave not to start after killing all enemies in the breach part of the mission.
- I did manage to get the wave part to break again after changing the Enemies Alive setting after starting the breach mission but otherwise it seemed to work reliably. If you do encounter issues, try restarting the mission and if the issue still persists, let me know.[Graphics Fixes]
- Fixed weird shadows on edges of some textures
- This fix required changing the way some shaders work so there might be a few places where the change caused lower quality textures to appear. If you find any, please let me know on the Discord channel.
Now, for the future content I got sidetracked with. I started working on adding a roguelite mode. It's still in early stages but there's functional level generation in place already and a few other features that I'll showcase once they're further along. I don't have a good timeline for this yet but judging by how quickly the first stages have gone, it should be fairly realistic to expect an early version by the end of the summer.
{STEAM_CLAN_IMAGE}/44752448/a7ee256217bdb2421d9d874ba8cac95980af4e9d.png
A corridor that will link two rooms in the roguelite mode. A tiny teaser showing what the general art direction will look like.
Changelog:
- Added support for multiple grab points
- Added support for multiple rigidbodies on one weapon
- Added support for events on secondary button clicked
- See the Motorblade Example Mod on the Workshop to see an example of how this can be used - Added support for dynamic grabbing outside of grab points
- This can be used for half-swording, for example - Collisions between fast moving objects should be more stable now
Changelog:
- Added support for multiple stab directions, added an example to workshop and the GitHub page
- Fixed modded weapons' audio not slowing down during slow-motion
- Fixed modded weapons disappearing after restarting a level
- Fixed orientation issues with modded weapons on the weapon wall
- Punch force multiplier can now be set to any previously bought level by clicking on the upgrade orbs
- If there's a need for the other upgrades to work the same way, let me know!
Changelog:
- Enemies with armor can be grabbed reliably and have a reduced chance of physics explosions
- Holding a grenade while it explodes no longer causes your hand to get stuck mid-air
- Reworked enemy spawning logic to avoid multiple spawns inside each other/telefragging
- Lifesteal now properly activates with dismemberment kills
- Slicing weapons no longer dismember through armor and deal much less damage on blows to armor
Changelog:
- Fixed upgrading any stat to max level causing the Upgrade UI to break
Changelog:
- Increased the force required to pop out eyeballs
[Miscellaneous fixes]
- Fixed multipliers not applying to mission rewards
- Fixed Scientist unlock mission
[Untested fixes]
- Changed Farmland and Church level assets to possibly help performance
- Let me know if it helps, since I'm unable to reproduce the performance drops on my system
[Gore Updates]
Changelog:
- Added an experimental launch option for OpenXR runtime which hopefully has better performance
- OpenVR is still recommended for Valve Index due to OpenXR not supporting finger tracking[Gore Updates]
- Slicing or otherwise fracturing enemy heads no longer forces their eyes to pop out
[Miscellaneous fixes]
- Slow motion upgrades fixed, previously they were stuck on a level somewhere in the middle between the lowest and highest levels
Current Release
Build 24171684
Uploaded Jul 25, 2026
System Requirements
OS
Windows 10
CPU
Quad Core 3GHz
RAM
8 GB RAM
GPU
4GB VRAM
How to Install
1
Download all files
2
Extract the .ZIP file to a folder (use WinRAR or 7-Zip)
3
Run BrutalistickVR.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Size
1.5 GB
Build
24171684
Password: cracked-games.org
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View AllDownload BRUTALISTICK VR for PC with a direct link or via torrent. Get the full version of BRUTALISTICK VR for free. BRUTALISTICK VR is a Action released by Kubunautilus.