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BRUTALISTICK VR

Screenshots

BRUTALISTICK VR screenshot 1
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BRUTALISTICK VR

Kubunautilus · Published by Kubunautilus

Content notice: Extreme cartoony violence. Blood, gore, dismemberment, internal organs.

Very Positive — 95% positive (1,920 reviews)

Last updated 28 Sept 2026

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.

Early AccessDJCTQ 16VRSteam Workshop

£8.50

Lowest price we've ever recorded

View on Steam

Prices can lag the live Steam store — always confirm before buying.

Price history

4 Sept 2026Lowest: £8.50 · Highest: £8.508 Oct 2026

Action, Indie, Early Access · 2024 · More £5 - £15 games

Immerse yourself in BRUTALISTICK VR's physics-based combat where every swing and shot counts. Experience the golden age of violent flash games in a fully immersive VR environment.

About this 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.

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.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10
  • Processor: Quad Core 3GHz
  • Memory: 8 GB RAM
  • Graphics: 4GB VRAM
  • DirectX: Version 11
  • Storage: 2 GB available space
  • VR Support: OpenVR. Roomscale and Seated.

Recommended

Recommended:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10
  • Processor: Quad Core 4GHz
  • Memory: 16 GB RAM
  • Graphics: 8GB VRAM
  • DirectX: Version 11
  • Storage: 2 GB available space
  • VR Support: OpenVR. Roomscale.

Supported Languages

English*
*languages with full audio support

Latest news

  • Patch NotesOfficial

    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
    Read full article on Community Announcements (Kubunautilus)
  • Patch NotesOfficial

    Early Access Feature Update #10, Patch 3.1

    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.
    Read full article on Community Announcements (Kubunautilus)
  • Patch NotesOfficial

    Early Access Feature Update #10, Patch 3

    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) Fixed an exception that occurred in the enemy spawner when only few enemies remained Fixed exceptions in the NPC grab behavior script Fixed modded melee weapons with custom grab points being unable to be holstered Fixed mod prop loader not correctly attaching grab points in some cases Fixed mod map loader causing exceptions in some cases with empty directories Removed unnecessary warning logs from the firearm mod loading process
    Read full article on Community Announcements (Kubunautilus)
  • Patch NotesOfficial

    Early Access Feature Update #10, Patch 2

    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 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
    Read full article on Community Announcements (Kubunautilus)
  • Patch NotesOfficial

    Early Access Feature Update #10, Patch 1

    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 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.
    Read full article on Community Announcements (Kubunautilus)

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