Endorphin Vice

Endorphin Vice

Early access since Feb 2022

Endorphin Vice is a physics-based sandbox game for exploring realistic gore and wound reactions. Customize your environment with tactically designed objects and gear. Play as a vigilante, using military tactics and tools to create and test various scenarios and effects.

57% positive · 3,625 reviews
Not yet
In early access, still in active development
High confidence
Active Development
Not yet
In early access, still in active development
High confidence
Active Development

Where to buy

Steam $9.99
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Evaluation

Endorphin Vice has been in Early Access since February 17, 2022 and remains explicitly marked as such on Steam. Development has been extremely active throughout 2025 and 2026, with the developer shipping substantial new content on a near-weekly basis. The most significant recent milestone was the launch of full multiplayer on August 1, 2026 — described by the developer as "the most significant update in Endorphin Vice history" — adding online sandbox play, Team Deathmatch, Free For All, faction systems, loadout progression, weapon unlocks, vehicles, and the complete physiological medical system integrated into multiplayer. A follow-up patch on August 14, 2026 refined the multiplayer experience with improved hit registration, latency compensation, security hardening, and Steam friend invitations. Prior to multiplayer, the May 31, 2026 Superpowers Update introduced a physics-based power system explicitly described by the developer as "designed to expand over time with new abilities" and inviting community suggestions for future powers. Earlier 2026 updates added water physics (May 10), jetpacks and counter combat (May 2), and a full ballistics and AI rewrite (January 18). In September 2025, a major update described as the "biggest in Endorphin Vice history" (at the time) added 20+ weapons, a new gore system, new characters, and performance improvements — closing with the note "THE CAMPAING COMES SOON..." indicating a campaign mode is planned but has not yet shipped. A September 2024 developer post confirmed the game will not be removed from Steam, addressing prior community concern. No 1.0 release date has been announced, and the developer has given no indication that Early Access is nearing its conclusion. The update cadence across 2025–2026 shows no signs of slowing, and there are active outstanding commitments (the announced campaign mode, expanded superpower system).
Evidence
Follow-up multiplayer improvement patch: better hit registration at high latency, security hardening, Steam friend invitations, and NPC/vehicle network optimizations.
news post · Aug 14, 2026 source development ongoing
high
Full multiplayer system launched, described as 'the most significant update in Endorphin Vice history,' adding online sandbox, TDM, FFA, progression, factions, vehicles, and the complete medical system in multiplayer.
news post · Aug 1, 2026 source content shipped
high

Media

Details

Publisher
Endorphin Studios
Achievements
7
Platform
Windows
Controller
full support
Steam Deck
Unsupported
Players
Single-player · Multiplayer · PvP

About this game

ENDORPHIN VICE 

RAGDOLL

Endorphin Vice runs one of the most advanced ragdoll systems in any sandbox game. Bodies react. Every character is built with precise, anatomically distributed weight, so physics behave exactly as they should under impact, gravity, and force.

Enemies collapse, stumble, grab at walls, and hit the ground differently every single time depending on the caliber, velocity, and angle of the hit. Critical impacts to the head or neck can trigger brain aneurysms, sending targets into a ragdoll coma. Cardiac arrest from extreme stress forces a full ragdoll collapse. Even the player ragdolls and can recover.

GORE PROCEDURAL.

Every shot generates procedural mesh flesh deformation in real time. The wound reacts to exactly where you hit, what caliber you used, and how fast the round was traveling. The body bleeds out dynamically, staining walls, floors, and the surrounding environment with spreading blood pools that grow over time. New blood splatter tech interacts with surfaces and geometry realistically.

Dismemberment logic reflects the actual physics of the impact. High-caliber rounds penetrate and can take multiple enemies in a single shot. Gore System 2.0 fixed all legacy clipping issues and pushed the brutality further than ever before, including a dedicated chainsaw with its own execution animations and a fully overhauled machete suite.

MELEE 

Every punch carries real physical weight. Hit enemies until they bleed from the nose. Drop them with a knockout. Then walk up to a downed, ragdolled enemy and finish it with a head stomp.

Throw knives and axes with ultra-realistic physics. Weight, rotation, velocity, and impact are all fully simulated. Get close enough and the character automatically stabs downward, pinning the weapon into the target. No scripted hits. Physics only.

COMPLEX TRAUMA MEDICAL SYSTEM

Surviving requires managing the full physiological cascade of combat trauma:

  • Agony System: visual shock post-impact, permanent blur below 25% HP

  • Cardiac Arrest: exceed 240 BPM from stress, bleeding, or drug abuse and your heart fibrillates. Instant clinical death.

  • Brain Aneurysm / Coma: critical head impacts trigger neurological overload and ragdoll coma states

  • Tourniquet: stops arterial bleeding instantly, but spikes your BPM

  • Adrenaline Syringe: ignore pain and sprint with a shattered pelvis. Spam it and die of a drug-induced heart attack.

  • Mannitol (Cranial Auto-Injector): the only way to pull yourself out of a coma

TACTICAL AI  

Civilians react. If you start throwing hands in the streets, some will swing right back. The AI has been entirely rebuilt: enemies hear gunshots, footsteps, and impacts. They investigate last known positions, search dynamically, flank, and hunt. Police units follow strict behavioral logic. Civilians flee to the safest available position. NPCs who get shot will try to grab your barrel before they go down.

REAL BALLISTICS

Every bullet is a physical projectile. Real gravity drop, wind deviation, material-based penetration, and true travel time. A real-time ballistic HUD displays live calculation data. High-caliber rounds punch through cover and chain into multiple targets.

SANDBOX SYSTEMS

  • Infinite Procedural CQB Mode: millions of RNG room combinations, zero pre-baked layouts, random day/night generation. No memorization. Pure reaction.

  • Brutal Wave-Based Horde System: dynamic, fully optimized enemy waves that hunt you down

  • Physics Helicopter: real lift, drag, torque, inertia, and crash behavior

  • 100% Physics Vehicles: weight distribution, tire friction, suspension, destructible wheels with air loss

  • Physics Doors: breakable, kickable, breachable, lockable. No animations. Pure physics.

  • Kamikaze and Bomber Drones: strategic air assets

  • Woods Sandbox Map: vast open environment for large-scale tactical scenarios

  • Surface-Based Sliding: physics-driven slide affected by angle, friction, and speed. Shoot while sliding.

PROCEDURAL MOVEMENT AND WEAPON SYSTEMS

  • Procedural weapon sway with breathing micro-motions and weight shift

  • Realistic aiming hand tremors that intensify after damage or sprinting

  • Dynamic shoulder switching and corner peeking

  • Weapon wall-clip prevention: the barrel cannot pass through surfaces

  • Momentum-based directional dodging system

  • Procedural back-lean on sloped surfaces

  • Dynamic crosshair that turns red on hit

PERFORMANCE

Endorphin Vice uses an intentionally stylized, low-mid-poly art direction. Every GPU cycle saved on rendering goes directly into the physics simulation. A built-in Hardware Inspector checks your CPU, RAM, and VRAM before launch and gives you a green/yellow/red readout so you know exactly what to expect.

Recent optimizations delivered a 33% reduction in per-frame character cost and a raw +20 to 60 FPS boost on most hardware. Real-time memory usage has been reduced by 62%. Loading times are up to 2.5x faster.

CONTROLLER AND HANDHELD SUPPORT

100+ customization options including hats, glasses, shirts, pants, tactical gear, helmets, and more. The game expands continuously. One developer. Every bug reported gets fixed fast.

Join the Discord for constant updates and direct bug reporting.

Last evaluated Oct 6, 2026
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