Last 7 days
Screenshots, achievements, specs, every price change and sale we've seen on Steam, and trading cards.
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Steam prices for United States (change the country in the top bar), and Steam keys from authorized stores.
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94% positive of 1,925 · Very Positive · Live from Steam
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Free on Steam. The demo has its own app, so its players are counted separately.
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.
Live data from Steam, tracked by SteamPlayerBase.
What changed on Steam for this game since we started following it: prices and sales, builds, name, release date and review score.
Review score: 94% on 2026-11-01 → 94% today (1,925 reviews)
No authorized Steam key store lists this game right now.
Does not work on Steam Deck. Results from Valve's own testing.
Every build released on Steam for this game since we started tracking it, with the developer's patch notes. Updated within minutes of each new build.
Branch to test new features that may or may not make it to the main branch
To revert back to in order to prevent crashes
A branch for the previous update
An older branch for modding tools
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
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 t…
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…
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 ma…
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/st…
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 wh…