About the Game
ENDORPHIN VICE
RAGDOLL
Endorphin Vice runs one of the most advanced ragdoll systems in any sandbox game. Bodies react. Every character is built with precise, anatomically distributed weight, so physics behave exactly as they should under impact, gravity, and force.
Enemies collapse, stumble, grab at walls, and hit the ground differently every single time depending on the caliber, velocity, and angle of the hit. Critical impacts to the head or neck can trigger brain aneurysms, sending targets into a ragdoll coma. Cardiac arrest from extreme stress forces a full ragdoll collapse. Even the player ragdolls and can recover.
GORE PROCEDURAL.
Every shot generates procedural mesh flesh deformation in real time. The wound reacts to exactly where you hit, what caliber you used, and how fast the round was traveling. The body bleeds out dynamically, staining walls, floors, and the surrounding environment with spreading blood pools that grow over time. New blood splatter tech interacts with surfaces and geometry realistically.
Dismemberment logic reflects the actual physics of the impact. High-caliber rounds penetrate and can take multiple enemies in a single shot. Gore System 2.0 fixed all legacy clipping issues and pushed the brutality further than ever before, including a dedicated chainsaw with its own execution animations and a fully overhauled machete suite.
MELEE
Every punch carries real physical weight. Hit enemies until they bleed from the nose. Drop them with a knockout. Then walk up to a downed, ragdolled enemy and finish it with a head stomp.
Throw knives and axes with ultra-realistic physics. Weight, rotation, velocity, and impact are all fully simulated. Get close enough and the character automatically stabs downward, pinning the weapon into the target. No scripted hits. Physics only.
COMPLEX TRAUMA MEDICAL SYSTEM
Surviving requires managing the full physiological cascade of combat trauma:
Agony System: visual shock post-impact, permanent blur below 25% HP
Cardiac Arrest: exceed 240 BPM from stress, bleeding, or drug abuse and your heart fibrillates. Instant clinical death.
Brain Aneurysm / Coma: critical head impacts trigger neurological overload and ragdoll coma states
Tourniquet: stops arterial bleeding instantly, but spikes your BPM
Adrenaline Syringe: ignore pain and sprint with a shattered pelvis. Spam it and die of a drug-induced heart attack.
Mannitol (Cranial Auto-Injector): the only way to pull yourself out of a coma
TACTICAL AI
Civilians react. If you start throwing hands in the streets, some will swing right back. The AI has been entirely rebuilt: enemies hear gunshots, footsteps, and impacts. They investigate last known positions, search dynamically, flank, and hunt. Police units follow strict behavioral logic. Civilians flee to the safest available position. NPCs who get shot will try to grab your barrel before they go down.
REAL BALLISTICS
Every bullet is a physical projectile. Real gravity drop, wind deviation, material-based penetration, and true travel time. A real-time ballistic HUD displays live calculation data. High-caliber rounds punch through cover and chain into multiple targets.
SANDBOX SYSTEMS
Infinite Procedural CQB Mode: millions of RNG room combinations, zero pre-baked layouts, random day/night generation. No memorization. Pure reaction.
Brutal Wave-Based Horde System: dynamic, fully optimized enemy waves that hunt you down
Physics Helicopter: real lift, drag, torque, inertia, and crash behavior
100% Physics Vehicles: weight distribution, tire friction, suspension, destructible wheels with air loss
Physics Doors: breakable, kickable, breachable, lockable. No animations. Pure physics.
Kamikaze and Bomber Drones: strategic air assets
Woods Sandbox Map: vast open environment for large-scale tactical scenarios
Surface-Based Sliding: physics-driven slide affected by angle, friction, and speed. Shoot while sliding.
PROCEDURAL MOVEMENT AND WEAPON SYSTEMS
Procedural weapon sway with breathing micro-motions and weight shift
Realistic aiming hand tremors that intensify after damage or sprinting
Dynamic shoulder switching and corner peeking
Weapon wall-clip prevention: the barrel cannot pass through surfaces
Momentum-based directional dodging system
Procedural back-lean on sloped surfaces
Dynamic crosshair that turns red on hit
PERFORMANCE
Endorphin Vice uses an intentionally stylized, low-mid-poly art direction. Every GPU cycle saved on rendering goes directly into the physics simulation. A built-in Hardware Inspector checks your CPU, RAM, and VRAM before launch and gives you a green/yellow/red readout so you know exactly what to expect.
Recent optimizations delivered a 33% reduction in per-frame character cost and a raw +20 to 60 FPS boost on most hardware. Real-time memory usage has been reduced by 62%. Loading times are up to 2.5x faster.
CONTROLLER AND HANDHELD SUPPORT
100+ customization options including hats, glasses, shirts, pants, tactical gear, helmets, and more. The game expands continuously. One developer. Every bug reported gets fixed fast.
Join the Discord for constant updates and direct bug reporting.
Screenshots
30 images
Version Information
Steam Patch Notes
Official update history
SUPERPOWERS UPDATE
This update introduces the first version of the Superpowers System in Endorphin Vice, a fully physics-based and ultra-modular power system designed to expand over time with new abilities, new interactions, and new ways to destroy, manipulate, and dominate the sandbox.
The system currently includes 2 main superpowers, but it was built to support many more. I want to keep adding new abilities based on what the community wants, so feel free to suggest any superpower ideas and I’ll seriously consider adding them.
Current Superpowers
Laser Eye Beams
You can fire destructive laser beams from your eyes, capable of dismembering enemies in real time.
[img src="{STEAM_CLAN_IMAGE}/41897517/20b4efb79cf45f08f88ea2f0a0f14dffdd9a70ec.png"]
[img src="{STEAM_CLAN_IMAGE}/41897517/a5286d621669ba58e489acf1940c0c2f455979d3.png"]
High-Speed Impact Damage
If you fly directly into an NPC, ragdoll, or object at high speed, the impact can cause brutal physical destruction. Flying straight into an enemy with enough force can tear them apart in real time.
[img src="{STEAM_CLAN_IMAGE}/41897517/fbdcc590c78cbd8e9d81cb6a6a0c7a6f5227d87e.gif"]
Ground Slam Shockwave
If you dive into the ground at high speed while flying, you generate a powerful shockwave that sends NPCs, ragdolls, vehicles, and physics objects flying away from the impact zone.
[img src="{STEAM_CLAN_IMAGE}/41897517/a9e17584c17a50e6772911da1ca3bb0d64b4cec9.gif"]
Electromagnetic Gravity Manipulation
A new electricity-based gravity power allows you to lift and manipulate multiple NPCs at once. You can levitate up to 20 NPCs simultaneously and throw them around using electromagnetic force.
[img src="{STEAM_CLAN_IMAGE}/41897517/50358d732ddb1c59e5c3d120f87e426e25a793b7.png"]
Neck Grab and Throw System
You can grab NPCs by the neck, hold them in the air, and throw them into walls, vehicles, objects, or other enemies.
[img src="{STEAM_CLAN_IMAGE}/41897517/ff568134a024d73e46fe7ede940c6a11dce81315.gif"]
Extreme Flight Speed
You can now fly at extremely high speeds, turning movement into a destructive force. The faster you fly, the more dangerous your impact becomes.
[img src="{STEAM_CLAN_IMAGE}/41897517/1e3070b7b58de57eed092d4b94bb0978d4c83c1c.png"]
High-Speed Flying Dodge
You can dodge while flying at extreme speeds, allowing you to evade enemies, reposition instantly, or chain movement with attacks.
[img src="{STEAM_CLAN_IMAGE}/41897517/31ce84ee85baeea7de51dbbfac8c88b9e9d36f25.png"]
Flight
Basic controlled flight has been added, allowing free movement through the environment and making the sandbox much more vertical.
[img src="{STEAM_CLAN_IMAGE}/41897517/429dfeacd79e68e83d498715d9e614e79d0d6f80.png"]
New Physics Interactions
NPCs Can Now Be Run Over
Vehicles can now collide with and run over NPCs, creating more chaotic and physically reactive encounters.
Improved NPC Environmental Interaction
NPCs now interact more with the environment, including vehicles, helicopters, collision objects, and dynamic physics systems.
Ragdoll Bowling Effect
If you throw a ragdoll into another NPC or ragdoll, it can create a chain reaction, knocking multiple characters down like bowling pins.
Camera and FOV Improvements
Smooth Dynamic Zoom
Mouse wheel FOV zoom has been improved. Changing the FOV now feels much smoother, more responsive, and more dynamic.
Zoom Support for All Cameras
The improved zoom system now works across all available camera modes.
Optimization and Fixes
Bug Fixes
Several bugs have been fixed to improve overall gameplay stability.
Minor Code Optimization
Some code has been optimized to improve performance and make the system cleaner for future updates.
Community Superpower Suggestions
The superpower system is extremely modular, which means new powers can be added over time without rebuilding the entire system.
Right now, the game includes the first superpowers, but I want to add many more. Suggest the craziest, most cinematic, most brutal, or most physics-based abilities you can imagine, and I may add them in future updates.
Water & Physics Overhaul
Realistic Water Buoyancy: Added highly accurate buoyancy physics. Cars, ragdolls, and objects now react and float perfectly based on their mass and volume.
100% Interactable Water Combat: Water is fully dynamic. You can shoot into the water from the surface, shoot underwater, and interact with the fluid mechanics completely.
[img src="{STEAM_CLAN_IMAGE}/41897517/d5b1ca318124204006a41bc15b93096095b4c363.png"]
Dynamic Audio Collapsing: Implemented realistic water sound effects. Sounds are correctly muffled, distorted, and "collapsed" when the camera or player is submerged.
[img src="{STEAM_CLAN_IMAGE}/41897517/693ee2d30de1f59f8883b99b91ce08c7be83c2c0.png"]
Audio Improvements
Realistic Bodycam Sounds: Audio is now correctly filtered and processed to sound distinct and authentic when using the Bodycam perspective.
Bug Fixes & Core Adjustments
AI Aiming: Fixed an issue where the AI was failing to aim upwards at the player or other targets.
Ragdoll Activation: Fixed a critical bug where the main ragdoll wouldn't properly enable when death was caused by a weapon.
Turrets: Fixed and restored proper turret functionality.
[img src="{STEAM_CLAN_IMAGE}/41897517/f1c7ed69b16429e8348be80e25e430927428350a.png"]
A Note from the Developer:
Please note that this update might be a bit smaller than the previous ones. This is because I have been dedicating a lot of time to working on something very good that is coming in next week's update!
Thank you to everyone who is supporting the game. If you are enjoying Endorphin Vice, please consider leaving a review on Steam it helps the project a lot!
Integrated Jetpack Physics:
A dual-mode flight system. If activated during ragdoll, physics-driven forces will launch you dynamically. Under normal conditions, enjoy full aerial mobility with the ability to aim, shoot, and maneuver with precision.
[img src="{STEAM_CLAN_IMAGE}/41897517/8d55b0482b654d231a35af9b49f306121a052916.png"]
[img src="{STEAM_CLAN_IMAGE}/41897517/155a018f36ab6123811697c9c2b58e9abb5102fd.png"]
Tactical Counter System:
New reactive combat animations. You can now intercept NPC Punches in real-time, allowing for lethal counter-attacks and improved defensive flow.
[img src="{STEAM_CLAN_IMAGE}/41897517/7ab17baa909051ae0aeb522d58c6c1dae02d1375.png"]
Breach & Strike Mechanics:
A dedicated Kick system is now live. Use it to force open doors or stagger NPCs during close-quarters combat.
[img src="{STEAM_CLAN_IMAGE}/41897517/1560193005c9d08d7d9722e4e0f90e60a995c834.png"]
Aviation Fidelity:
The helicopter physics engine has been completely rebuilt from the ground up to provide the most authentic and responsive flight experience to date.
Aggressive NPC Behavior:
The combat AI has been refined for more challenging and fluid engagements, making every fight feel unique.
Technical Optimization:
Dozens of legacy bugs have been squashed, and VSync support is now available in the settings for a tear-free visual experience.
// Endorphin Studios all rights reserved
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Kinetic Ragdoll & Bone Trauma
NPCs now maintain full physical presence after entering a ragdoll state, interacting dynamically with all world surfaces.
Surface Impacts: Ragdolls now emit material-specific particles concrete █████
Trauma Thresholds: High-velocity impacts trigger dynamic blood decals and █████ effects.
Bone Fracture System: If a limb strikes a surface with sufficient force, the internal skeletal structure will now simulate a break, altering the pose of ███████████████████████
[img src="{STEAM_CLAN_IMAGE}/41897517/fbe67782c78d129683cc132589aca1f900fc5b33.gif"]
Execution System
We have reintegrated and expanded the close-quarters execution pool with a focus on visual and ████████████████
New Content: 2 additional custom executions have been implemented into the rotation. + old chainsaw executions are back!
[img src="{STEAM_CLAN_IMAGE}/41897517/2e1520a80a8ef6a984df0ddcf9fccbc545029706.gif"]
Dynamic Perspective: Each execution now utilizes a dedicated custom camera system to capture the impact from the most optimal angle ████████████████.
[img src="{STEAM_CLAN_IMAGE}/41897517/69c00af70eca1f5b68631fb96c4d1b7617c05712.png"]
Sensory Assets: Complete overhaul of SFX and VFX. All chainsaw interactions now feature high-definition mechanical grind audio and procedural blood spray.
RPG-7 Reconstruction & Gore Logic
The RPG system has been recoded from scratch to align with our new high-realism ballistic standards.
[img src="{STEAM_CLAN_IMAGE}/41897517/403d96d9f40de9f3a3f44981b43a49c8e7efe2fb.gif"]
Gore Accuracy: Fixed previous issues with limb detachment. Damage is now applied based on the exact vector of the pressure wave.
Expansion Waves: Added physical pressure effects that displace objects and NPCs within the blast radius ████████████████████.
VFX Layers: Implementation of multi-stage explosion effects, including heat distortion, secondary debris, and █████ ████████████████████
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NPC IMPROVEMENTS (█████████████████████)
1. Humanized Perception
Their ability to spot you now depends on their field of view and distance.
Reaction Windows: If you stumble upon an enemy, they won't instant-snap to your head. They have a natural human delay before they realize you are a threat and raise their weapon.
Peripheral Vision: You can now effectively use stealth. If you stay at the edges of their vision or move quietly behind them, you can remain undetected.
2. Advanced Hearing & Coordination
The world is now much more reactive to sound.
Investigative Instinct: If an NPC hears a suspicious noise or a distant footstep, they will stop what they’re doing to investigate. they will physically walk to the spot where they heard the noise to clear the area.
Radio Silence is Over: When an enemy engages you, their shots will alert nearby teammates. Expect enemies from the next room to move toward your last known position to support their allies.
3. Realistic Firefights
Suppressive Fire: Enemies will fire in controlled bursts. If they lose sight of you behind a wall, they might continue to spray bullets at your last known position for a few seconds, assuming you're still there.
Accuracy Dynamics: An enemy's aim is affected by movement. If they are running or if you are moving fast, they will have a harder time landing shots. The closer you are, the more dangerous they become, but at long range, their fire is much more erratic.
4. "The Kill █████████████████████ "
The AI now exhibits a "Sticky Combat" behavior. Once an enemy locks onto you and starts an engagement, they are focused on finishing that figh.
5. Tactical Awareness & Retreat
Target Lost: If you manage to break the line of sight and relocate quietly, the AI will enter a "Searching" state. They will look around corners and scan the environment instead of █████████████████████████████████████████ .
Downed State Recognition: NPCs now recognize when a target is no longer a threat. As soon as a target is neutralized or enters a ragdoll state, they will immediately cease fire to conserve ammunition and scan for new threats.
deterministic Parkour System:
Traversal has been completely overhauled with a new deterministic logic framework. The character will now dynamically calculate and jump to nearby surfaces, enabling fluid, realistic parkour and seamless roof-to-roof navigation.
[img src="{STEAM_CLAN_IMAGE}/41897517/4aba29544a1dd5541136673284fa75a5c744c283.png"]
Aerial Executions:
You can now utilize verticality for lethal takedowns. While falling or jumping from an elevated surface, press the fire button (Mouse Click) while positioned over an enemy to trigger a seamless aerial execution.
[img src="{STEAM_CLAN_IMAGE}/41897517/13d10f123004e87f614fa913690cc02bade1d6ed.png"]
Executions Restored & Upgraded:
Standard melee executions have been re-enabled and heavily upgraded. The system now features completely overhauled VFX and SFX, ensuring every takedown delivers maximum kinetic impact and high-fidelity feedback.
Current Release
22745611
Uploaded Jun 08, 2026
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System Requirements
How to Install
EndorphinVice.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
10.9 GB
22745611
0ECBB9AD
d9d753e11e0324b5409a2a9fa4f365191d0836d39f78d7b9df463b20086e5537
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