STEAMDB NEXUS

Steam app 2669380 · updated 12 Sep 2026, 20:23 UTC

BRUTALISTICK VR

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.

BRUTALISTICK VR Steam header artwork
KubunautilusKubunautilus
84playing now
8424-hour peak
178all-time peak
60average, last 30 days

The last 30 days

−15.5Gain−20.35%% gain157Peak

717 hourly samples, with the daily peak drawn over them. Weekends are shaded.

0428512717013 Aug18 Aug23 Aug28 Aug02 Sep07 Sep12 SepThursday 13 August 2026108 peakFriday 14 August 2026122 peakSaturday 15 August 2026157 peakSunday 16 August 2026145 peakMonday 17 August 2026114 peakTuesday 18 August 202696 peakWednesday 19 August 202684 peakThursday 20 August 202691 peakFriday 21 August 202694 peakSaturday 22 August 2026102 peakSunday 23 August 202697 peakMonday 24 August 202684 peakTuesday 25 August 202677 peakWednesday 26 August 202675 peakThursday 27 August 202675 peakFriday 28 August 202678 peakSaturday 29 August 2026119 peakSunday 30 August 2026104 peakMonday 31 August 202687 peakTuesday 01 September 202682 peakWednesday 02 September 202670 peakThursday 03 September 202669 peakFriday 04 September 202677 peakSaturday 05 September 202696 peakSunday 06 September 202691 peakMonday 07 September 202690 peakTuesday 08 September 202663 peakWednesday 09 September 202660 peakThursday 10 September 202661 peakFriday 11 September 202658 peakSaturday 12 September 202684 peak
Daily peakEvery hourly sample

All time

30 months, April 2024 to September 2026. The highest number of people in the game at once, each month, on a time axis -- a gap in the record stays a gap.

04896144192Apr 2024Sep 2024Feb 2025Jul 2025Dec 2025May 2026April 20246 monthly peakMay 20247 monthly peakJune 20243 monthly peakJuly 20243 monthly peakAugust 20242 monthly peakSeptember 20243 monthly peakOctober 20243 monthly peakNovember 20243 monthly peakDecember 20243 monthly peakJanuary 20255 monthly peakFebruary 20255 monthly peakMarch 20254 monthly peakApril 20255 monthly peakMay 202560 monthly peakJune 202583 monthly peakJuly 2025110 monthly peakAugust 202583 monthly peakSeptember 202557 monthly peakOctober 202543 monthly peakNovember 202561 monthly peakDecember 202575 monthly peakJanuary 202661 monthly peakFebruary 202676 monthly peakMarch 202671 monthly peakApril 202660 monthly peakMay 202658 monthly peakJune 2026178 monthly peakJuly 2026166 monthly peakAugust 2026171 monthly peakSeptember 202696 monthly peak
Monthly peak

The last four months

Show:

The highest number of people in the game at once, each month. Four, because four is as far back as the source keeps anything finer than one figure a month.

04692139185July 2026August 2026September 2026October 2026July 2026166 peak — daily detail belowAugust 2026171 peak — hourly detail belowSeptember 202696 peak — hourly detail below
Monthly peakHas finer data

July 2026

31 days, each one the highest figure that day. The source keeps no hourly detail this far back. Weekends are shaded.

0459013417901 Jul06 Jul11 Jul16 Jul21 Jul26 Jul31 JulWednesday 01 July 2026123 peakThursday 02 July 2026110 peakFriday 03 July 2026121 peakSaturday 04 July 2026116 peakSunday 05 July 2026122 peakMonday 06 July 2026109 peakTuesday 07 July 2026101 peakWednesday 08 July 2026104 peakThursday 09 July 2026133 peakFriday 10 July 2026101 peakSaturday 11 July 202694 peakSunday 12 July 2026116 peakMonday 13 July 202690 peakTuesday 14 July 202696 peakWednesday 15 July 2026105 peakThursday 16 July 2026104 peakFriday 17 July 2026102 peakSaturday 18 July 202693 peakSunday 19 July 2026103 peakMonday 20 July 2026107 peakTuesday 21 July 2026112 peakWednesday 22 July 202699 peakThursday 23 July 202698 peakFriday 24 July 2026114 peakSaturday 25 July 2026118 peakSunday 26 July 2026141 peakMonday 27 July 2026138 peakTuesday 28 July 2026166 peakWednesday 29 July 2026145 peakThursday 30 July 2026139 peakFriday 31 July 2026143 peak

August 2026

31 days as the curve, each the highest figure that day. Behind it, 435 hourly samples from 13 Aug, which is as far back as the source keeps every hour. Weekends are shaded.

0469213918501 Aug06 Aug11 Aug16 Aug21 Aug26 Aug31 AugSaturday 01 August 2026140 peakSunday 02 August 2026171 peakMonday 03 August 2026133 peakTuesday 04 August 2026136 peakWednesday 05 August 2026133 peakThursday 06 August 2026115 peakFriday 07 August 2026106 peakSaturday 08 August 2026132 peakSunday 09 August 2026131 peakMonday 10 August 2026143 peakTuesday 11 August 2026152 peakWednesday 12 August 2026132 peakThursday 13 August 2026122 peakFriday 14 August 2026122 peakSaturday 15 August 2026157 peakSunday 16 August 2026145 peakMonday 17 August 2026114 peakTuesday 18 August 202696 peakWednesday 19 August 202684 peakThursday 20 August 202691 peakFriday 21 August 202694 peakSaturday 22 August 2026102 peakSunday 23 August 202697 peakMonday 24 August 202684 peakTuesday 25 August 202677 peakWednesday 26 August 202675 peakThursday 27 August 202675 peakFriday 28 August 202678 peakSaturday 29 August 2026119 peakSunday 30 August 2026104 peakMonday 31 August 202687 peak

September 2026

12 days as the curve, each the highest figure that day. Behind it, 282 hourly samples. Each dip is a night. Weekends are shaded.

026527810401 Sep03 Sep05 Sep07 Sep09 Sep11 SepTuesday 01 September 202682 peakWednesday 02 September 202670 peakThursday 03 September 202669 peakFriday 04 September 202677 peakSaturday 05 September 202696 peakSunday 06 September 202691 peakMonday 07 September 202690 peakTuesday 08 September 202663 peakWednesday 09 September 202660 peakThursday 10 September 202661 peakFriday 11 September 202658 peakSaturday 12 September 202684 peak

October 2026

BRUTALISTICK VR was released on 31 Mar, 2024.

Not out yet.There is nothing to draw for this month.
Nothing here is interpolated or estimated; where a sample is missing the line is broken.

Game information

Updated 12 Sep 2026, 20:23 UTC
App ID
2669380
Last updated
14 Aug 2026 build 24736798
Developer
Kubunautilus
Publisher
Kubunautilus
Release date
31 Mar, 2024
Platforms
Windows
Download size
1.38 GB
Install size
3.53 GB
Genres
Action, Indie, Early Access
Game modes
Single-player
Controller support
Unknown
Early Access
Listed in Early Access

Features & support

Steam features

VR OnlySteam WorkshopSteam CloudFamily Sharing

Controllers & input

Tracked Controller Support

Accessibility

Popular tags

VRActionPhysicsSandboxShooterStylizedCartoonySwordplayTacticalGoreCombatBullet TimeViolentSingleplayerEarly AccessDestructionIndieOld SchoolModdableMultiplayer
About this gameFull description from Steam
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.
Content & age ratingsSteam content notice · 2 regional ratings

Content notice

Extreme cartoony violence. Blood, gore, dismemberment, internal organs.

Regional ratings

DEJUS16Violência Extrema
IGRS18Kekerasan
System requirementsMinimum and recommended hardware

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.

macOS

Minimum: Recommended:

Linux

Minimum: Recommended:
Supported languages1 languages
LanguageFull audio
English●

A blank audio cell means full audio was not marked in the returned language list.

Screenshots & trailersScreenshots and trailers

Trailers

AchievementsTotal count and selected achievements
DemosPlayable demos on Steam

40 developer announcements, Dec 2023 to Aug 2026 · times in UTC

August

  1. 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

    Patch notes
  2. 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…

    Patch notes
  3. 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…

    Kubunautilus

July

  1. 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…

    Patch notes
  2. 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…

    Patch notes

June

  1. 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…

    Kubunautilus

February

  1. Early Access Feature Update #9.7 - 'Tis But A Scratch

    {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…

    Kubunautilus

December

  1. Early Access Feature Update #9.6 - Music To My Ears

    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…

    Kubunautilus

October

  1. Early Access Feature Update #9.5 - Spinners and Losers

    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…

    Kubunautilus

August

  1. Early Access Feature Update #9.4 - Ware the House At?

    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…

    Erikster

July

  1. Early Access Feature Update #9.3 - Cosmetics, Without The Lootboxes

    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…

    Erikster

June

  1. Early Access Feature Update #9.2 - Not Gonna Let This One Slide

    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…

    Erikster
  2. Early Access Feature Update #9.1 - Let's Take a Crack At It

    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…

    Erikster
  3. Early Access Feature Update #9 - Yo Dawg, I Heard You Like Bones

    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…

    Erikster

March

  1. Early Access Feature Update #8.1 - Lock, Stock...

    {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…

    Erikster

January

  1. Early Access Feature Update #8 - In This Moment, The Physics Are Euphoric

    This has been a long time coming. The idea has been taking shape for quite a while in my head and I finally felt the theory was solid enough to start building upon it. So here we are, enemies that properly react to getting shot and hit.…

    Erikster

December

  1. Early Access Feature Update #7.1

    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…

    Patch notes
  2. Early Access Feature Update #7 - Santa Ain't The Only One With A Workshop

    The workshop expands! Now supporting map and prop mods with a nice Spawn Gun overhaul to support mod prop spawning along with all the base game physics items! In addition to this, I've upgraded Unity to a new major version, which is also…

    Erikster

October

  1. Early Access Feature Update #6.1

    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…

    Patch notes
  2. Early Access Feature Update #6 - What A Horrible Night To Have A Curse

    This update took way too long to release and for that I apologize. In return, I hope you'll accept my peace offering of the largest update so far! Changelog: 2 new types of missions - Zombie and Infection Zombies and infected enemies Night…

    Erikster

July

  1. Early Access Experimental Update #6 - The Revolver Test

    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…

    Patch notes

June

  1. Early Access Feature Update #5.1

    This should've been a quick hotfix but I wound up getting sidetracked with future content. 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…

    Patch notes
  2. Early Access Feature Update #5 - The Ribs Won't Be Caged Any Longer

    Thank you all for being patient, this update took a bit longer than I intended due to unforeseen circumstances. Although I do hope I can get back on track with more frequent updates again.…

    Erikster

May

  1. Early Access Feature Update #4 - The Creation of Destruction

    This update was a pretty huge task, way bigger and time-consuming than I thought it'd be. After lots of trial and error, I managed to create a system that could save creations and is fairly easily extendable with different types of…

    Erikster

April

  1. Early Access Feature Update #3.2

    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…

    Patch notes
  2. Early Access Feature Update #3.1

    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…

    Patch notes
  3. Early Access Feature Update #3 - Get to the Workshoppa!

    We now have Steam Workshop and modding support!!! This may not be the largest update content-wise but it'll surely plant a seed that'll bear the content fruit soon enough! Expect further updates to the modding framework as it is very…

    Erikster
  4. Early Access Small Update #3

    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…

    Patch notes
  5. Early Access Feature Update #2 Hotfix

    Changelog: Fixed upgrading any stat to max level causing the Upgrade UI to break

    Patch notes
  6. Early Access Feature Update #2 - HAMMERTIME!

    Changelog: Added 3 different small hammers Added Nailgun and Nail Rifle Fracturing and slicing performance greatly improved Nailgun nails can be used to join two objects together or pin something or someone against the wall or floor…

    Erikster
  7. Early Access Small Update #2 Hotfix

    Changelog: Increased the force required to pop out eyeballs Fixed multipliers not applying to mission rewards Fixed Scientist unlock mission Changed Farmland and Church level assets to possibly help performance - Let me know if it helps…

    Patch notes
  8. Early Access Small Update #2

    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 Slicing or otherwise fracturing enemy heads…

    Patch notes
  9. Early Access Feature Update #1 - Not the Only Sword-Twirler in This Town

    Changelog: Added melee enemies - Still an early work in progress so feedback is very much welcome Added Melee and Mixed waves Added earnable reward multipliers for all missions to make earning money easier…

    Erikster
  10. Early Access Small Update #1

    Changelog: Added the Spawn Gun to Sandbox weapon wall - Can only spawn enemies for now. Props, more customization and such will be added in a later update - Enemy armor is randomized depending on the chosen difficulty - Enemies spawned…

    Patch notes

March

  1. Early Access Release - Zero-Day Update

    The early access version has officially been released! When I first started this project 2 years ago I had no idea whether this was going to go anywhere. But here we are now!! I'll list all the changes compared to the demo version and…

    Erikster
  2. Demo Update #4 - Lead Them To Pools Of Blood

    Got a pretty big changelog this time around, these past 2 months since the last demo update have not been in vain. Be sure to try for the top spot on the leaderboard! Changelog: Completely changed the way the visuals are calculated to be…

    Erikster

January

  1. Demo Update #3 - We're All The Same Color On The Inside

    Changelog: Blood shade can now be changed under the new preferences tab, more colors and customization will be added at a later date - This also added a framework for different types of enemies in the future, e.g. robots or undead UI…

    Erikster

December

  1. Demo Update #2 - This Feels Normal

    Changelog: All objects now have properly implemented normal maps, meaning bumps and crevices cast shadows and environment reflections are affected by imperfections on surfaces Slash wound length now depends on weapon Blood puffs on…

    Patch notes
  2. Demo Update #1 Hotfix 2

    Changelog: Physics improved by a lot, mainly hit detections Player arms rework adjusted to handle and look better Player body physics adjusted to feel a bit more cohesive Weapons can't get stuck in your body when held Enemies are now able…

    Patch notes
  3. Demo Update #1 - Armed to the Teeth

    This update to the demo version, which is the first of many to come, adds some quality of life features and a few improvements. The stars of this update are better player arms and flying teeth. In addition there are a few performance…

    Patch notes

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