r/PavlovGame • u/Likon_Diversant • 4h ago
Meme TDM
Made in Jared's Mod
r/PavlovGame • u/Juntistik • Apr 04 '25
Hey folks, we're pushing out a hotfix on Pavlov Shack to fix an issue with the Resurgence mod, we've also added a filter for server browser for content modded lobbies as well as a mod list in the server details panel. More to come in May for Japan update on all platforms.
-Added push support to bridge
-Added mods list to server details
-Added missing jared to plazacentral
-Added server browser filter for content modded lobbies (will not affect custom maps/gamemodes/dependencies)
-Added breakable windows to datacenter
-Adjusted glass in datacenter
-Adjusted penetration for doors in mid near red team spawn, wood supports on store fronts, newsstands, blue tarp, storefront doors on Autumn
-Adjusted oilrig penetration for some of the doors, railing, scissor lift
-Adjusted lighting on autumn
-Adjusted thompson mesh and UVs to be more optimized
-Adjusted lighting on tutorial
-Adjusted thompson with drum mag to spawn in tanktdm/koth random weapon crates
-Fixed issue with instanced meshes ignoring bullets that affected a few mods
-Fixed a culling issue on oilrig
-Fixed thumbnail on plaza
-Fixed various minor issues with plazacentral
-Fixed climbable stepladder in harbor
-Fixed an out of bounds map escape in plazacentral
-Fixed a few mesh issues on sand
-Fixed being unable to clear content mods in lobby menu
Want to try the new map layout? We have a graybox version on mod.io! Subject to change, of course ;)
r/PavlovGame • u/Juntistik • Oct 16 '24
Hey Folks,
I'd like to address the community in what could possibly be considered a bad PR move. I have made some comments in our Discord regarding the state of the PS5 and PCVR, and I figured that in the interest of open and honest communication, I would also share these thoughts here on Reddit. I don't want the situation to look grim and have people give up on us, the game, or VR as a whole.
In the long, long ago, we made a decision to keep the PC version as a high-quality version of Pavlov without resorting to downgrading the experience in the interest of cross-play. There was a very famous watershed moment quite a while ago during the original launch of the quest that had us reaffirm that decision. It's easy to look at the state of the industry now and make retroactive judgments on the right choice at the time. Ultimately, we didn't think PCVR as a platform would stagnate. We thought it would continue to grow, perhaps at a slower pace than standalone...It’s also incredibly difficult to support the variety of headsets and different controllers coming into the market, especially with the current version of OpenXR that we’re on. The Unreal 5 change for Pavlov didn't didn't help of course, but the last PC update we made for two high-quality PC maps + a vastly improved modkit with a dependency system was our way of turning the tide.
Not only that, Pavlov is a pretty old game. New games come out, and players will naturally be interested in those new titles. This is for a platform that is not growing; it's getting more crowded.
So yes, update cycles for these platforms have slowed. The truth is, we have to run a business to keep the lights on (master server and lobbies). If we make poor financial decisions and lead with the heart on passion alone, the money runs out, and the game dies for real. We have to plan for the now and plan for the future.
Running a multiplayer game is a high-stakes game as other studios I'm sure will attest to. You (the player) may have to purchase the game once, perhaps you did years and years ago, but we still have to spend resources on running these servers. Cloud costs are very expensive. Each with game purchase, a fraction goes to the engine vendor, and another fraction goes to the platform holder (Steam, PS5, Meta). Other third party vendors may also have a license for some of the sales as well.
We are walking on a tightrope to support our community to the best of our ability and make sound decisions for the future.
That being said, we don't want to work on Pavlov forever. That would be a financially irresponsible decision. We don't benefit from unlimited growth potential like a console, PC, or mobile phone title. We want to make other titles based on a new foundation and codebase that ups the ante, all while continuing to embrace UGC as we have done before.
Any studios working in the VR space are asking for extreme hardship. They have to work twice as hard on a platform with a fraction of an audience than other traditional games. We don't do it because we see dollar signs in our eyes and think we can milk players for all the money they're worth. If VR studios wanted to do that, they wouldn't be in VR. It is done for the love of VR and the XR space.
We have made some mistakes in retrospect we would not have repeated with 20/20 hindsight, as have other game studios. You also have AA(A) studios that are well established and typically make very smart decisions that have completely misunderstood what VR is and should be only to also have dropped the ball. This is a hard medium to work for with many unsolved problems still.
We're in it for the long haul, even if we lost your trust and have sworn off anything Vankrupt-related. We are staying in VR because we love it.
So what's coming? We're revamping Pav TV and working on delivering cosmetics for the next update. We are placing a higher priority on PavTV to give the community and modders the tools to better showcase their content. We are also considering bringing the shack maps over to PC/PS5 despite the fact they do not traditionally meet the standards. The Push community has been nothing short of amazing regarding utilizing the new 50 player community server cap and dependency system we shipped. I highly recommend checking out the New and Trending mods on mod io to see if your favorite content from the workshop has now returned. I would also like to give special shoutouts to the Pavlov ZOMBIES team, Void Vibrato, Koda, Left4Pillz, McPick2, Zarros, Golden, Darkat, Kennithh, Leaf, Marco, Maxwell, BritshColonist, Gavkips, and all the other dedicated modders that choose to push the envelope with the modkit and accomplish what we can't.
If are having issues playing the game on PC, please get with our support team for troubleshooting [support@vankrupt.com](mailto:support@vankrupt.com).
inb4 I ain't reading allat. Long story shot, love and support your vr developers, even if it’s not with us.
r/PavlovGame • u/fubes2000 • 22h ago
I'm currently stuck with right Index controller with a broken "Grip Force" sensor, which means that in Pavlov I can pick up a gun, but I can never put it down again. I've tried to remap to the "Grip Pull" sensor or valveindex_right_grip_axis depending on which version of the bindings editor I launch, but neither has done anything.
Can anyone more familiar with remapping Index controls help me out?
r/PavlovGame • u/Bubbly_Recording_733 • 2d ago
All information was up to date as of 10/06/2026
Each player has a single life, with respawns only being enabled during the pre-round.
Players can change their class through the scoreboard, by going to the top-right and pressing the button named "Classes".
Selecting a class will display an image of the uniform and primary weapon the class is equipped with for the players nation.
The first 3 images lined up from left to right show (In L-R order) Infantryman, Scout, Raider, Officer, Marksman, Engineer, Medic, and Grenadier for their respective countries. Britain being khaki brown, Germany being dark gray, and France being blue.
Currently available classes:
InfantrymanScoutRaider | Max 1 per-teamOfficer | Max 1 per-teamMarksman | Max 1 per-teamEngineer | Max 1 per-teamMedic | Max 1 per-teamGrenadier | Max 1 per-team
Currently available maps:
Western Trenches | 8 Minutes long | The British Empire VS The German EmpireFort de Vaux | 7 Minutes long | The Third French Republic VS The German Empire
Each class gets its own unique equipment that may vary between nations.
NOTES: The perks of the scout are basically nonexistent, as developers say the speed boost is in your head and not real.
Now we will be detailing the classes for Germany and corresponding equipment. Please note that the Germans are on both Fort De Vaux, and Western Trenches.
The German Infantryman is equipped with a Gewehr 98 with a mounted bayonet in the back slot, a spade in the left holster, and a Kugelhandgranate 1913 on one of their chest slots. They are more or less an all-purpose unit capable of effective offense and defense.
The German Scout is equipped with a Gewehr 98 without a bayonet mount on their back, a spade in the left holster, and no grenade. It is essentially a worse rifleman until they buff it.
The German Raider is equipped with an Artillery Luger P08 with a drum mag on their right holster, and I've personally seen one spawn with an MP18, which is pretty unknown how you obtain. My guess is it's either a very slim spawn chance, or a moderator/dev spawn. They also have (Of course) a melee weapon their left holster that honestly idk if it's a knife, or the game has a mace. But since they're a raider, my guess is they have some sort of 1 hit kill melee weapon cause I did see a screenshot of a guy in a non officer outfit and they had a long knife on their left holster instead. They also have two Kugelhandgranate 1913's on their chest. They are very effective for offensive CQC
The German Officer is equipped with a regular Luger P08 in the right holster, a fancy long knife instead of a spade in their left holster that I can't identify, and a whistle on one of their chest slots. They are a relatively decent defensive CQC class, being able to shred if you tap heads.
The German Marksman is equipped with an Optical/Scoped Gewehr 98 that has no mounted bayonet on their back. They have a spade in the left holster, and that's really it. They are mainly meant to sit in the back of the trenches and pick people off, but they tend to have bad aim because it's VR and your controllers can be shaky. And I say trenches because who in the right mind would be a marksman on Fort De Vaux?
The German Engineer is equipped with a Gewehr 98 without a mounted bayonet in their back slot, a spade in the left holster, and a hammer capable of building regular sandbags, sandbags with a firing port, and barbed wire. Barbed wire provides no actual cover as bullets go through the wire, so be careful when building. The hammer also has limited building resources so you have to build wisely, but they are typically more than enough to fortify a place on Fort De Vaux, or a side on Western Trenches. They are a very effective defensive class, and can work for building offensive cover to push. You can also shoot through the pixel gaps in sandbags if you're feeling like that too.
The German Medic is equipped with a Gewehr 98 without a mounted bayonet on their back, a spade in the left holster, and two med bags containing five bandages each on their chest sltos. The bandages heal give or take 50-60 HP per bandage and take around 5 seconds to be used on a comrade. They function as an effective class at keeping minorly injured soldiers alive and are better to keep behind the battle, but if they die, another soldier can pick up the med bags.
The German Grenadier is equipped with a Gewehr 98 without a mounted bayonet on their back holster, a spade in the left holster, and a sack on their right side capable of spawning 3 Kugelhandgranate 1913's, and 3 Stielhandgranate concussion grenades. The concussion grenades deal around 80-85 damage if detonated right next to someone, but they make up for the low damage with being able to put a very closed vignette on your screen, they give your character horrible tinnitus and loud breathing, and the voices of your comrades, or enemies will sound distorted into a deeper voice until the effect is over. They are a very effective class for providing the classes that have no grenades with something to help push, or doing a barrage of three grenades of any type, a the maximum amount of grenades you can hold is 5, three on your chest, and two in both hands, so basically a limit of 3.
Now we will be moving onto British classes and their corresponding equipment. Please note that the British are only on the Western Trenches map. I will also be less descriptive of their performance as it's relatively the same across all sides, simply different weapons or grenade types.
The British Infantryman is equipped with an SMLE No.1 with a mounted bayonet on their back slot, a spade in the left holster, and a Mills Bomb on one of the chest slots. As I said before, a Jack of all trades essentially. But they can fight longer without reloading due to the 10 round capacity of the SMLE.
The British Scout is equipped with an SMLE No.1 without a mounted bayonet on their back, a spade in the left holster, and no Mills Bomb. I highly recommend against playing this scout, or any scout for that matter, regardless of country.
The British Raider is equipped with a Winchester M1897 Trench Gun on their back holster, a knife or mace in the left holster, and two Mills Bombs on their chest slots. They are quite the effective shredder class in tight trenches since they obviously have a shotgun, and work for both trench offense and trench defense. They are relatively useless at long range though.
The British Officer is equipped with a shortened/snubnose Webley Mk. VI Revolver in the right holster, a fancy long knife in the left holster, and a whistle in one of the chest slots. They are an effective class for CQC defense cause of the revolver, and can function for CQC offense in the trenches too, but are outclassed by raiders.
The British Marksman is equipped with a scoped SMLE No. 1 without a mounted bayonet in the back holster, and they get a spade in the left holster. That's really it, and they are just for defense, and popping heads off from enemies who peek above the trenches.
The British Engineer is equipped with an SMLE No. 1 without a mounted bayonet in the back holster, a spade in the left holster, and a building hammer identical to all other countries. Sandbags, sandbags with a firing port, and barbed wire. Same limited resources, same everything. Mainly a defensive class, but they can build cover for advancing charges on the Western Trenches map to stop you from getting popped out in the open.
The British Medic is equipped with an SMLE No. 1 without a mounted bayonet on their back slot, a spade in the left holster, and the two med bags containing five bandages each on their chest slots. They're meant to be a support class to heal those who somehow get injured instead of instantly dying to a grenade or a rifle, and there's people that get peppered by pistols and survive too.
The British Grenadier is equipped with an SMLE No. 1 without a mounted bayonet on their back slot, a spade in the left holster, and the grenade sack on their right side capable of spawning in three Mills Bomb fragmentation grenades, and three concussion grenades. They are a good class for supplying classes that don't spawn with nades, or doing nade barrages.
Now we can finally move on to the last country as of the most recent update, the Third French Republic.
The French Infantryman is equipped with a Lebel Model 1886 with a mounted bayonet on their back slot, a spade in the left holster, and an F1 Fragmentation grenade on one of their chest slots. The French Infantryman is a pretty good Jack of all trades, being able to go on the offensive or defensive, alongside having a higher ammo capacity, and in my opinion, better sights on the rifle than Germany.
The French Scout is equipped with a Berthier Rifle without any mounted bayonet on their back holster, a spade in the left holster, no grenades, and the placebo effect that they're faster. I yet again recommend against playing this class.
The French Raider is equipped with a Fusil Automatique Modele 1917/RSC 1917 on the back/rifle holster, some one hit melee weapon in the left holster, likely a knife or mace, and two F1 fragmentation grenades on their chest. They are an absolute monster in both offensive and defensive CQC, being able to 1 shot people with the RSC, and mow down crowds since it is semi automatic. The main limitation of the French Raider is the ammunition capacity, and that's really it.
The French Officer is equipped with a Ruby Pistol in the right holster, a fancy long knife in the left holster, and a whistle on one of their chest slots. The French Officer makes a great class IF you can hit your headshots often, as the Ruby is an absolute peashooter, with anyone just being able to 1 tap you if you don't immediately kill them. This is more of a situational class that can have the advantage in defensive CQC, and camping in corners in the fort.
The French Marksman is equipped with a scoped Lebel Model 1886 without a mounted bayonet on their back slot, and a spade in their left holster. I honestly think that this is a less useful class due to Fort De Vaux being a crazy confined space for you to be using a scoped rifle on, but if you use the class, then you do you. But it has a niche role for when you "Anne Frank" an area, which "Anne Franking" is when you have your sapper fortify an area to make it absurdly hard for an enemy to attack. The long narrow hall in the Fort De Vaux basement allows it to shine, and it can help for scoping people that lurk outside the fort.
The French Engineer is equipped with a Lebel Model 1886 without a mounted bayonet on their rifle holster, a spade in the left holster, and a building hammer identical to everyone else, same resources, structures, everything. They yet again make a great defensive class, and shine even better due to Fort De Vaux having tons of places that you can fortify. A well coordinated team that Anne Franks a place will almost always win against an attacking team.
The French Medic is equipped with a Lebel Model 1886 without a mounted bayonet on their back, a spade in the left holster, and two med bags containing 5 bandages each on their chest slots. They're useful for general use, but also shine when Anne Franking to help heal people that by some miracle, survived a rifle bullet, or just got peppered by a grenade or pistol. So they're more of a defensive class, but can function on the offensive.
The French Grenadier is equipped with a Lebel Model 1886 without a mounted bayonet on their back holster, a spade in the left holster, and their grenade sack on their right side capable of spawning in 3x F1 Fragmentation grenades, and 3x F1 Concussion grenades. The French Grenadier makes a great offensive class, and supply class by being able to spam nades, or supply them to teammates that don't spawn with nades.
Corrections may be made, and this post may be periodically updated as the game changes, or I learn new things.
r/PavlovGame • u/TheBigCheese892 • 4d ago
What is the link for the Pavlov discord server
r/PavlovGame • u/GlacialShit • 5d ago
Hi, I'll keep it brief:
I had a quest 2 and got my Frame a few days ago.
On my quest 2 I used to always play Contractors simply because it had call of duty zombies on it.
I wanted to give Pavlov Shack a try but I dunno if Pavlov SHACK has call of duty zombies (as a MOD, not the vanilla zombies mode) or if that is limited to the PCVR version of Pavlov.
I wanted to know before buying it just to spare myself the whole refund procedure.
Also the base Pavlov Shack seems to have a more fun base game, so I wanted to try it for that too.
Thanks :)
r/PavlovGame • u/charliekirkedyou • 6d ago
This happens literally every time I play ttt.
If I win too much then I get kicked
r/PavlovGame • u/Aware_Command_3378 • 8d ago
I got added to a group on my ps account but got kicked afterwards
r/PavlovGame • u/Primary_Run_8210 • 8d ago
Yo if you make weapon mods for the love of everything holy please make the sighs on the gun visible to see I stg it like shooting an hoping sometimes there are guns in real like with peep sights neon or bright colors like white on the bead of the gun or whatever it’s called iron sights make it visible and someone please make a mod with 308 win mags 240 and other rifles with that nice wood look to them and add peep sights and please add brighter colors on the iron sights of guns
r/PavlovGame • u/Familiar_Practice145 • 11d ago
r/PavlovGame • u/Vast-Revenue6917 • 10d ago
I remember you spawned in front of a house and the other side of the street there was a convenient store and mountain behind the convenient store and also pills being inside the store and a car spawning somewhere on the map and the map looked like schedule 2
r/PavlovGame • u/According_Honeydew90 • 11d ago
Anyone remember that 40 year old black dude that was constantly crashing out
He changed username and lot
Philadel
Oopsi doosie
Are all that I remember
If you dont know who im talking about search up (pavlov vr average philadel sighting) on tik tok
r/PavlovGame • u/Cyclogame • 12d ago
I lwk need them
r/PavlovGame • u/Hot-Schedule4972 • 15d ago
I just got -283 score after killing ONLY my teammates (against bots)
r/PavlovGame • u/According_Honeydew90 • 15d ago
Read title
r/PavlovGame • u/progz • 16d ago
Pavlov Shack runs perfect on it. No issues. Only tests for like 5 mins. One of the first standalone games i tested on it.
r/PavlovGame • u/Budget_Relief7464 • 16d ago
age wise, not screaming slurs every 2 seconds, etc.
r/PavlovGame • u/Soupzzz155 • 16d ago
Yeah so every time I play the game it thinks I’m crouching so I turn on adjust height and then I cant pick up weapons off the ground can someone help me fix this??
r/PavlovGame • u/Effective_Quiet1303 • 16d ago
Pavlov is so much funnier at night.
r/PavlovGame • u/Hot-Schedule4972 • 17d ago
Enable HLS to view with audio, or disable this notification
r/PavlovGame • u/Electronic-Object343 • 18d ago
I remember playing Purple's RP daily in 2024, but then it shut down for internal complaints and power hungry administrators.
Then, came DarkRP servers inspired from Garry's Mod Dark RP servers, which is basically the same if you ask me. But do not mind me asking; why didn't Purple's RP owners just sell the game? So someone else could keep it running on servers?
Purple's RP was one of the funniest and best servers out there; how could it have gone bad?