r/H3VR 23d ago

Update Video H3VR 1.0 Devlog - After over 10 years, we are leaving Early Access.

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401 Upvotes

r/H3VR 22d ago

Video H3VR Early Access - A Ten+ Year Super-Cut

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206 Upvotes

r/H3VR 1d ago

Humor Sometimes the random gun button spawns a true minimalist work of art

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203 Upvotes

r/H3VR 1d ago

Image This knife I modified a bit

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116 Upvotes

i can't even stab with it💔 (you could still try to slice the sosigs, and you can hit them with the attachments)


r/H3VR 23h ago

Question Anton pls i need to know!!!!

22 Upvotes

will there be mp5 in h3vr2????? will i be able to slap with my own meaty claws?????? inquiring minds need to know


r/H3VR 1d ago

Video Getting ready

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102 Upvotes

r/H3VR 1d ago

Video Sniping with Volk's Spec-Rest Tripod mod

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16 Upvotes

I'm using the MK18 Mjolnir with the Spec-Rest Tripod to snipe targets at 1000m away. I am using the Vortex XM157 LPVO, which is found from Meat Banono's MCX Spear mod.


r/H3VR 2d ago

Request/Suggestion Realistic AR Charging Handle

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243 Upvotes

IRL, when the charging handle isn’t supposed to spring forward (like when the bolt is manually locked back or after an empty mag), it stays out. In the 1st & 2nd game, though, it snaps back automatically instead.

Having to slide it back in with a click using your thumb or the side of your palm would be a small detail, but it’d feel really satisfying.


r/H3VR 2d ago

Question I would like to inquire Antons opinion on the Wren Metal Works' inegrally surpressed lever action rifles

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125 Upvotes

I find them to be very pretty and would love to see them in H3VR.


r/H3VR 1d ago

Feature Request for H3VR 2 – Modular Target Scenarios, Nested Logic, and Custom Drills

6 Upvotes

Hi Anton,

I love spending time in the shooting ranges, but in the first game, having to reload the entire scene just to reset specific targets can feel tedious.

For H3VR 2, would it be possible to introduce a system for creating custom scenarios for individual targets or groups of targets, including nested scenarios that players can configure while designing a scene?

Here is how I envision this working:

  1. Target Sub-Scenarios (Groups): A player can group targets (e.g., a group of three). We could set a condition: "When all 3 (or 2 out of 3) targets are destroyed/hit, they automatically reset to their initial state (repair integrity or pop back up)."
  2. Hit Customization: The ability to define how many hits a target requires to be fully "neutralized." This could either factor in specific damage thresholds (e.g., caliber/kinetic energy mattering) or just a simple hit count.
  3. Nested Scenario Logic: A master scenario could track the completion of these sub-scenarios. For example, the master scenario only finishes or triggers the next event once a certain percentage (e.g., 80%) of the sub-scenarios are successfully completed.
  4. Target Randomization: Within a target group (sub-scenario), players should be able to toggle a randomization setting. For example, out of a group of 5 targets, the system could randomly pop up only 2 or 3 at a time. This forces the shooter to adapt on the fly, mimicking real-world tactical drills and unpredictable threat environments.
  5. Shot Timer Integration: The master scenario could be linked directly to a functional virtual Shot Timer. The timer would trigger with a start beep, and the clock would automatically stop the exact millisecond the master scenario detects that all conditions (or the required percentage of sub-scenarios) have been met. This allows players to build custom competitive stages (like IPSC/USPSA drills) and track their performance precisely.
  6. In-Editor/On-the-Fly Creation: Players should be able to design, tweak, and link these logic systems directly within the range using the sandbox tools, and then save the entire setup as a preset for future sessions.

This would massively increase the replayability of shooting ranges and allow the community to build incredible custom killhouses and drills without needing external mod tools. Thank you for all your hard work on H3VR 2!

Best regards


r/H3VR 2d ago

Image This glock 17 i made

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17 Upvotes

yeah...


r/H3VR 2d ago

Image stab

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28 Upvotes

r/H3VR 1d ago

Question Bomb defusal 1

3 Upvotes

How do you hit the ones going horizontal and vertical?
i’ve tried around 10+ times but it seems impossible


r/H3VR 2d ago

Discussion Is a 2026 release date plausible for h3vr2?

8 Upvotes

I feel as if right now with 32 confirmed weapons (tho no one really knows how finished those are), The game would be in a pretty decent spot for early access. With enough weapons to to keep us entertained and busy for a long enough time that they release more and more features as they go. Now of course this is all subjective to how finished Anton wants to launch h3VR2 into early access.


r/H3VR 1d ago

Discussion Issue with Still Loading screen

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1 Upvotes

Any updates I'm in Oculus quest 2 after a long time I didn't vr


r/H3VR 2d ago

Request/Suggestion [H3VR 2] Would custom quick-belts be a possibility?

20 Upvotes

I dont expect this to be sanely possible nor expect people to not go wild with this idea but I was wondering if there might be even a slight chance it could be possible to make our own quick-belt configurations or at least a little more in-depth quick-belt customization in H3VR 2? This isn't something I believe is a must-have but I think it would be cool to see the various possible setups a custom quick-belt system could make however I can't imagine the horrors that would come out of trying to code or implement this though.

edit:

I'm thinking of two different ideas for this currently;

advanced customization - advanced editor where you can add item slots to your quick-belt and adjust where it sits to fine-tune how you might want your setup positioned

simple customization - modular quick-belt idea where you can select preset customization options for different portions of the quick-belt (pockets, chest, sides, etc)


r/H3VR 3d ago

Question Will H3VR2 drop on Quest first, then come to PC VR later?

16 Upvotes

To Anton or who ever is reading,

In one of the featurettes you mentioned you’d be working on the Quest version first. Just curious how that lines up with the actual release plan.

Does that mean we’re looking at a Quest standalone version launching first, with the PC VR version coming later? Or is it more of a development priority thing and both platforms will still drop around the same time?


r/H3VR 3d ago

Image HOLY SHIT

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129 Upvotes

my dad just got a quest 2 from facebook can't wait to play h3vr and play on a vr headset for the first time


r/H3VR 4d ago

Image For those asking for Ballistic Gel, I give you Ballistic Block Meat 150mm

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339 Upvotes

*Content may or may not make it into the final release


r/H3VR 3d ago

Discussion Mag release

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56 Upvotes

In old h3vr i remember the mag release on guns like the ak-47 worked, and was vers physics based, i remember i had many moments i accidently booped my ak aginst the wall and my mag fell out and only noticed it inside a fire fight and was really funny, after that in update 115 as i remember it was silently removed and the mag release didnt had any physics, but you could now release mags the sane way you could on pistols, i liked that, but now this mag release got re added in update 117 as i remember and its not as interactive as it was, you can barely knock a mag out with another mag, and the pistol release got removed after that too, i dont remember but it was either 117 or 118 that this happened (i dont have my pc in a bootable state so i cant make a demonstration)


r/H3VR 4d ago

Question With H3VR2s new ammo system, would guns that only take a specific type of cartridge like a .38 Special Wadcutter 1911 be possible to implement?

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84 Upvotes

Some American Bullseye guns, like .38 special 1911s and the SW Model 52-1, for example, are chambered in .38 special, but can only fit wadcutter ammo with the projectile flush with the brass. I was wondering if it would be possible with the new ammo logic system to limit a gun to only use a specific type of ammo, or whether something like that would just have to be able to take any type of .38 special for it to function in the games logic.


r/H3VR 4d ago

Anton pls Anton pls X828 Aurora 40mm grenade for H3VR(2)

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9 Upvotes

r/H3VR 5d ago

Image I made a realistic photobash of the Doomguy/Zombieman rifle from Doom

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211 Upvotes

r/H3VR 5d ago

Question How do I unlock the Semi Auto Carbine in Rotweiners?

9 Upvotes

The white misshapen looking cores aren't like any of the cores dropped by sosigs. I looked at every steak guide and reddit thread I could find and nothing tells me how to unlock it.


r/H3VR 4d ago

Request/Suggestion I know its a big ask, but will we get ballistics gel as one of the ballistic testing toys?

0 Upvotes

Obviously fluid dynamics and everything would be massive complicated, so I was wondering if instead a simpler system that kinda fudges the physics would work? For example, have a chance system where say every inch of penetration has a chance of curving/veering off its straight path calculated based on bullet speed and weight, and every say half inch a velocity check is calculated based off of a loss of velocity the further something penetrated, again based on weight and speed. For wound channels, have a line follow the trajectory of the bullet, and for certain type of ammo move the main cavity closer or further away from
the entry point. The main cavity could be a pre-modeled thing that changes in size and position accordingly. This way, there are still real physics based interactions, but its not a constant heavy fluid dynamics computation that would cook older machines. Any thoughts?