Hunt Showdown, an introduction !

Hunt Showdown, is a tactical PVE/PVP game with a brilliant mechanic. Still in Alpha it is being produced by the team that made Crysis. So a noble background indeed.

Its a permadeath game with RPG elements and many different mechanics that give it an extra flavour over other games.

Starting off with basics. You hire a hunter. But you have 2 different levels to work on. A bloodline level, this never gets wiped so the more you play, the more experience you get in your bloodline. With bloodline you can unlock Tier 2 or 3 class hunters and Bloodline also unlocks more weapons.

Don’t be dissuaded by “but my character is Tier 1 and I may play against Tier 3”. The game doesn’t work like that. A lot of experienced players play with tier 1 characters as they are cheap (more on that later) and they skill them up how they like them. To get a feel for the game and allow you to experience how to upgrade a Hunter, Permadeath is not enabled until Bloodline rank 16.

The other upgrade path is character experience. Here you can upgrade your character with perks. These are linked solely to that character and if the character dies. So do those perks and you will have to rank up a new character with same or different perks.

Here is one of the great things of the game. Weapons are only marginally better at higher bloodline ranks, or not at all depending on how you want to play. The real bonus in character is the skills you attain through experience. And the high level guys are just as prone to loosing perks and rebuilding a new character as a fresh player. Though a higher bloodline will gain you access to more perks. Again more on this later.

Weapons are 1800’s to early 1900’s era and this has a great reflection on combat as the gunfights and reloading (even between shots) are agonisingly slow.

The game is balanced and there is things like penetration, different types of damage , headshots etc. So a new player can easily mix it with experienced players.

How the game works in a nut shell. You are a hunter either solo or currently team of max 2. You have a special power called “darklight”. This enables you to see anomalies. You spawn in randomly in a map that may contain 0 - about 10 other players (not sure on the max). Use your darklight to hunt down clues which are also randomly placed on the map. If you find 3 clues the boss will be pinpointed on the map.

It is very important to listen to your surroundings as enemies, birds, horses, dogs will get agitated and startle giving up your position.

There are two types of bosses at the moment and a map can spawn one or both as an objective. A horrible huge spider and a pig-mutant that likes to throw fire and bash you. Once the boss is defeated you can banish the boss (and here is another great gameplay mechanic) whilst the boss is banishing all other players can see this both on the map and with Darklight and now know your position. Banishing takes time and you may have to defend. Once the boss is banished, it drops two artifacts. This is the bounty you are after. It offers a big money reward and a huge skill bonus. You want to, but don’t have to extract with the bounty.

This game is all about risk versus reward. You want the bounty. But by picking it up (you can’t drop it) anyone using darklight can see your position as a huge lightning bolt gives you away. Its not 100% accurate but other players will get a really good idea of where you are and can track your movements in game.

To combat this, those that pick up a bounty get a boost to their own darklight. They get 10 seconds each and using darklight will show up enemy players positions as an orange swirling mass. This only works at close range.

From here you try to extract and have 20 seconds to wait once you get to an extraction point. Simple huh? Well its a hell of a lot of fun.

So ON with the AAR ---- Next post.


My Bloodline is moving along and I have access to tier two characters. The difference between tier 1 and tier two is the cost of the player. They usually have more stylish clothing and start with a perk or two, probably a higher tier weapon.

However even though I can only access tier 1 and 2 characters, the random hire screen has given me the choice of a tier3 character for a LOT of money. No thanks. This game is about managing your money, so buying the most expensive stuff in game all the time may not be a wise choice. Sorry pics from Steam are all JPG so not the best.

But I will run with my current character who has a bit of experience up his sleeve (I can’t remember the amount of hunters I have lost).

This is my current Hunter. From this screen you can add more perks or change load outs. I am going for the stealth option today.
I have a suppressed Winfield rifle, suppressed pistol. (suppressed items are great but loose the punch at range easier)
Tools, I have loaded out with a Knife, I highly recommend everyone has a knife for silent kills. A medkit bag (3 uses) and some flares.
Consumables are 2 weak vitality shots, one hellfire bomb (Molotov) and my perks on the right of the screen.

Joining in on a random game I opt to play in a team of two. My random teammate, Romin, joins and I can check what he is carrying and his skill level. He is much higher rank than me and knows what he is doing. He is not rocking anything long range but has the firepower of a shotgun close range and the silent kill of a poisoned crossbow. Excellent lets go !!

Loading into game we wait for all other players (if there are any) to load and we are set to go.

The maps can cycle between Day or night, with or without fog and poses excellent ambiance challenges. Daytime we can be spotted easier, but muzzle flashes at night time give you away. Fog counters the long range ability of snipers. Today is daytime with a mild fog. Not the best for long range spotting. The lands are full of undead horrors and just navigating the map is dangerous. Let alone running into other players. My teammate is running of to silently kill two zombies in the distance.

Moving into the first clue, we both take different routes. I go high with my ranged weapons whilst Romin stays low. Using darklight to home into a clue. Some portions of the map are incredibly detailed and pose serious threats especially from waiting snipers.

Its good to scout out an area before just blindly running in. If you have been heard or seen (sounds play a huge part of this game) a player may be waiting. I rush down to a lower level and close in on the clue. Turning the corner this horror pops out. Its Armoured and can take a hell of a lot of gun shots. Gun shots are loud, but I know I can take it out with a knife. So I close in for a kill. Engaging in melee is quiet but its far more silent than gunshots.

Here we get attacked by a pack of hellhounds. These can end your day quickly if you are not prepared.

Sound is vitally important. Sticks can break underfoot. Injured animals like this horse will “whinney in pain” if you disturb it

Flocks of crows sit on the groundand on fences, ducks in the ponds, all will make a huge noise and fly off pinpointing your position to enemy if you disturb them.

As you gather clues, chunks of your map will be greyed out where the monster is not. On this picture there are two Bosses. There is one somewhere in the north and one somewhere in the south. We need to get another clue. The markers I and II do not pinpoint the enemy, they just show which region of the map a particular boss is in. We have heard gunshots far off in the distance. We are not alone!!

Darklight in action. The blue lights show the positions of clues. One is fairly close to the left the other is a way off in the distance slightly right. The closer you are, the larger they get.

Some more enemies as we move into the second clue. In the foreground another “armour” enemy and through the door a nasty enemy that drops leaches on the ground. He is the nasty one and engaging the Armour in melee will surely alert it to my presence. So I creep past keeping a good view on them both in case I am discovered.

Inside another farm and on Clue number 2. We accidentally stumbled onto the spiders lair. Again in this game you may be lucky or unlucky depending how you see it, to stumble on the boss before you get all the clues.
The spider is in the large barn that my gun is pointing at. With some discussion we opt to not engage the spider and sit back and wait to ambush anyone else that comes for the bounty. Hopefully we can engage them whilst they are engaging the spider.

We wait and wait, but no one came. Hmm tactics, is someone else camping like us waiting for the perfect shot? should we engage the spider. In the end we broke cover and engaged the spider. As my pants were filling with brown mess whilst battling the spider, I forgot to take screenshots. This thing moves incredibly fast. Climes walls and rooves, spits poison and jumps on you. But we vanquish the spider and start the Banishing process.

Now that the banishing has commenced all maps now burn where the banishing is taking place. All other players can now see where the spider is.

The banishing takes time and we hunker down waiting for an attack

Again below is the meathead with his leaches. He is totally blind but very receptive to noise. It moves very fast despite its stature and the leaches can poison you. We have not engaged it because we don’t want the noise and in the barn we are safe. Other players will need to get passed it if they want to engage us.

Banishing complete, we have not been engaged. Its time to collect the bounty. This is what we are here for. But it comes at a cost. Picking up a bounty will show your position to anyone using darklight. However we get 10 seconds total (using it in spurts) of advanced darklight which shows up enemy at close range.

We break cover and run at high speed towards extraction. Extraction points are at the edge of the map and randomly placed. We ran into a few of these. A hive. Its a twisted body that hosts a nest of poison wasps. If agitated these wasps will follow you for some time so you either have to kill it quick or run fast.

We are surpised we are not engaged yet. And we are starting to get the impression that only 2 things remain. 1) all other players are dead. 2) they are camping the extraction point we are heading to.
In the picture below, using darklight, You can see the lightning bolt above my partner caused by holding onto the bounty. This is how you get tracked by the enemy and can be seen across the entire map. We periodically use our own special darklight to see if we are going to be ambushed and we find nothing. Both of us run out of special darklight before we get to extraction. So its a case of hope and see what happens.

Making it back to our wagon, we were unopposed. What happened to the others? Did the environment get them. Maybe the other boss maybe other players. We will never know.

My partner says he is short on time and we elect to extract instead of risking all and going for the second boss. This time is a safe play for a safe extraction. My hunter lives to die another day !!!


That looks pretty cool. Thanks for the write up!

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I’ve been playing the beta for the past 2 or 3 months- they’ve made impressive progress in that time and the devs are super responsive to the community. Definitely one of the more unique feeling games that I’ve played in the past few years with a whole lot of style and attitude.

You too can be a wild wild west Cajun swamp ninja!

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Unfortunately the next match didn’t go so well. My buddy and I successfully tracked another pair of hunters and pinned them inside a large building overseeing a swamp. They had just killed the boss and as we were close quarters just outside I was keen to stop them getting the bounty and having the improved short range darklight sight that can see through obstacles and point me out.

Taking a chance I slide open a barn door whilst my team mate goes for the flank. There are several exchanges of blind fire from them and me. The boss is fallen behind a curtain in front of me. We still don’t know where each other are but the bullets ringing by means they can shoot through the door and are there somewhere.

I decide to hamper them by lobbing a barb ware trap as close as I can to the fallen boss. This trap springs forth a large ball of razor wire which inflicts heavy bleeding damage. This prevents them from accessing the boss and I hear several groans as they attempt to make the bounty.

We are now at a Mexican standoff. They know I am in the vicinity of the main door I slid open and I keep them on guard with a shot or two as my buddy inches closer on a flanking manouver.

To make things worse there is gunfire behind us. Its quite evident that another player or group is now heading this way for the bounty and it won’t be long before I am sandwiched between the guys pinned inside and the approaching group from behind. I start getting twitchy. I can hear them chatter over comms (which is local and all can hear if within range) . They don’t seem to know exactly where I am and I am sure they don’t know about my partner.

Your partner is outlined in blue and you can see him through walls. I watch as he climbs a ladder into the building. Gun fire erupts as my partner engages and by the sound of it drops an enemy. I decide its time to rush in. breaching the gate I hear gunfire, close gunfire. Crap he is just behind this wall. He stops shooting at my buddy and face to face we blind fire at each other.

Unfortunately I go down and somewhere in that exchange my partner does too. (if you go down you can be revived by a team member). But as we are both down, its the end of the game for us. The end of our hunters. Its time to create a new one.

Sorry no action pics on this one as the stake out and battle was so intense I forgot to take any.

I mentioned before that this game is also about management of money. For my efforts, in the last game (death brings only 50% XP) I only made 75 dollars. My character cost several times that not including the equipment. Ohh well. that’s how it goes.

I look into a new list of hunters. A tier 2 takes my eye. He has two perks that I like to start off with so I choose him at the cost of 194 dollars.

I want to refit him my style so I get rid of the sabre (which is a great melee weapon and goes to my inventory as I have bought him) and also replace the main gun for the silenced Winfield. Even though it looses stopping power over range, i am enjoying the confusion a silenced/suppressed weapon causes.

Instead of the Sabre i choose a very expensive pistol that uses rifle bullets that costs over 300 dollars. A far cry from the paultry 75 i made from the previous mission.

The two perks this hunter comes with is

  1. Greyhound - allows you to run further before you tire out
  2. Salveskin - regenerates burned health quicker, i seem to burn a lot for some reason. Also note that a bar of health totally lost to burn damage cannot be regained in game. Also if you are downed and then revived, one whole healthbar is lost. If you only have one healthbar left and become downed, you cannot be revived in game.

So this is Bogusheadbox anew. I can’t remember how many, but i can only hope he recoupes the cost before i need to replace him !

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next run.

The Good

Game starts off and partner of randomness sprints into action with me lagging behind. We can already hear gunfire in the direction of our first waypoint. Its not long after as we inch to the clue that we are not alone. Gunfire rings out and my buddy is locked in a gun fight. I try to get an advantage by swinging left and in bushes and also engage.

Its a protracted engagement and they are chatting on comms giving call outs where they think we are. I have a giggle and call back over comms that “you know I can hear you right?” There is a little silence and a standoff ensues as we start hustling for an advantage.

Comms can give away direction of your voice but its a poor indicator of range. So its time for the mind games.
“come on out guys and we can sort this all out” I say.
To which there is an “OMG in a female voice” and whispers which I can still hear.

She baits back with a bit of chit chat and I offer “we can all get along and I have cookies”.

She replies saying “I like cookies” whilst whispering instructions to her male partner who is obviously jostling for a shot. I have already told her I can hear her… Ohhh well I keep listening to get the drop.

There is a silence as we all manoeuvre to engage. Next, a crackle of 3 quick shots and my partner about 15 feet away is downed. I stay still on a mound covered by bushes. they are really close. The bushes provide excellent cover but also obstruct my view. But it works more in my favour. I can hear footsteps as one person closes into my fallen comrade to either loot or burn the corps (burning a corpse after some time stops that person from being revived.)

They are so close I can track their footsteps. I turn gently not to rustle the leaves and there I have it. I can see through a gap in the bush, my downed friend and a head peering over him. Over comms I can hear the female voice again saying, “I got the last one”. Even better they have no idea I am here.

Its a no brainer - parden the pun - as my suppressed bullet speeds through the skull of my unsuspecting victim. The supressed bullet has caused confusion as the other member of her party is confused where it came from. He rushes to her side to revive (the worst thing to do without scouting) and I can see a sleeve through the leaves. I estimate a body shot and let a bullet go. It hits home but he is not dead, Another round enters his body and I have managed to take out all the enemy.

Its plain to see the confusion. the other team engaged a possible loner nd with downing my team member thought all enemies were vanquished. Their folly !!


There is a lot of dead here and the battle was bigger than we expected. By we were triumphant and presumed clear. Its time to move off to find the Boss, another horrible spider uuurrrrggghhh. I am keen to get a shot of the spider in action this time so my mind is on pictures.

Its a swampy area and water is not always your friend in game. It slows you down and also things lurk in it that causes pain and suffering. This is a water devil. It moves at incredible speed in the water and not something to play with .

Unfortunately the water and the water devils meant that my partner and I were split up. He was not a very high rank and was maybe confused about how to reach me. In the mean time, not far away After picking up the second clue, the spider was discovered in a large building.

I was now getting cocky, thinking we are all clear and decide to run back and help the new guy. Well he was fairly handy with a gun. So I could definitely use him. So I run all the way back without care. We join up and I ask him. “Hey do you remember where the dead bodies are I need to get screenshots”

He shakes his head and we run around the general area a few minutes. After this Mudspike snaps are in hand.

I guess being so blasé was a definite trip of the cerebral cortex.

So I lead muggins back off to the spider. But first we need to cross water with a water devil. I show him that you can shoot it and it will go away for a short time. So here we are both plinking at this horrid beast with unsilenced weapons for the world to hear and it eventually slinks back into the murk.

We then cross over the water and as soon as my feet touch land, there is a sound like a thud and my body hits the dirt. I have been sniped. Seconds later, my friend next to me gets a single shot to the head. I guess he stopped in his tracks in confusion that I suddenly out of nowhere dropped dead.

So there is the lesson folks. I reckon I ran past this last guy twice and never saw him. Then both my buddy and I posted our position to everyone shooting blindly at the water devil.

We paid the price, the price of stupidity. That’s a whole lot of cash down the drain. I really should have known better.


Big update in. And a new mode for single player to help those that are cash poor.

  • Quickplay – With this update, we are introducing our first new game-mode, Quickplay. This is an alternate way to play Hunt designed for solo players only with a chance to earn free Hunters. Close the rifts and absorb the Wellspring’s energy in a race against time and other Hunters. It’s your only chance for salvation.

  • Challenges - This update introduces a variety of daily/weekly challenges, complete the challenges and receive in-game rewards. The challenges are available via the Bloodline Screen.

  • Gunplay changes - With this update, we are introducing our first set of Quality of Life improvements to gunplay, this includes faster and normalized animation timings across the arsenal for weapon cycling, grenade throwing and aiming down sight after selecting a weapon.


  • A streamlined, solo-only experience with no boss targets or extraction phase. Instead, damned Hunters race to find and close four Rifts, activate the Wellspring, and absorb its energy. Winner keeps their Hunter; the rest are killed.

  • At the beginning of a game, players are given the chance to save their soul by activating the Wellspring - a mysterious source of supernatural energy.

    • Instead of a boss target, players must search for Rifts using Dark Sight.

    • Close 4 Rifts (a similar process to finding Clues in Bounty Hunt mode) to start the absorption of the Wellspring’s energy. Each closed Rift grants the player one random trait.

    • During Quickplay, players have to manually locate supply points. The points only show up on the map for players that have already discovered them.

    • The first Hunter to close four rifts activates the Wellspring. They begin absorbing its valuable energy and become everybody’s target.

    • The longer that Hunter stays alive, the more Wellspring energy they absorb.

    • The moment that Hunter is killed, his killer gains control of the Wellspring and starts absorbing its remaining energy instead. This continues until there is only one Hunter left or the Wellspring is depleted. Any Hunter who absorbed energy from the Wellspring will receive that amount worth of Bounty at the end of the mission - even if they died.

    • Once dead, you can spectate your opponent until the game ends

    • If the carrier dies from AI or by his own hand, whoever interacts with the corpse first, becomes the new target and continues absorbing Wellspring energy.

    • Whoever is the last to control the Wellspring when it runs dry will survive and save the soul of their Hunter. Everybody else is consumed by fire when the Wellspring implodes.

    • The winner - the Soul Survivor - can keep their Hunter, all scavenged equipment, and traits and can recruit him into his Bloodline.

  • Each round, players receive a free (but tragically, damned) Hunter, who they can try to save over the course of the match.

    • The Hunter comes with a random outfit up to the recruitment tier the player has unlocked in his Bloodline.

    • There are five random outfits to choose from, if none is selected one will be picked at random

  • Before the match, players can choose one of four early-game equipment presets:

    • A random starting pistol

    • A random shotgun

    • A random melee weapon

    • A fully random weapon from any of the above

  • Currently the player statistics screen only displays Bounty Hunt mode statistics, Quickplay statistics will be added in an upcoming update.


  • The challenges are rated in tiers (1 to 3) linked to the Bloodline Tiers with increasing difficulty.

    • A player at Bloodline Rank 50, who currently is in the middle of Tier2, will only receive Tier 2 challenges.
  • The rewards will be drawn randomly from associated reward pools.

    • Rewards are decoupled from the player’s personal progression, which can lead to new players getting limited access to mid or even end-game equipment occasionally.

    • Reward pools are split by quality from the lowest (Bronze), to medium (Silver), to the highest (Gold).

  • Players can track the progress of their current challenges on the map while playing.

  • Weekly challenges will run for 7 days, daily ones for 24 hours. If a challenge is not completed when the time runs out, it is replaced and the progress alongside with the potential reward is lost. Challenges will reset at the same point in time globally, which results in the following reset times:

    • Weekly Challenges reset every Monday.
      • UTC - 07:00

      • US West (Los Angeles) - 00:00

      • US East (New York) - 03:00

      • SA East (Sao Paulo) - 04:00

      • EU Central (Frankfurt) - 08:00

      • AP Central (Singapore) - 15:00

      • AP East (Sydney) - 18:00

Gunplay changes

  • This iteration of quality of life improvements include:
    • Faster (de-)select animations of all weapons to make the gun cycling process quicker.
      • Grenades will now be swapped faster than sidearms, and sidearms faster than rifles, crossbows and shotguns

      • One-handed melee weapons will now be swapped at the same speed as sidearms, sawn-off weapons at the speed of rifles

    • Shorter preparation animations to allow faster and more standardized throwing times for grenades.
      • For example, previously items like the Hive Bomb took a lot longer to throw than Fuses or Dynamite Sticks.
    • Improvements to allow players to transition from shoulder aim to iron sights much faster after selecting a weapon.



  • Added the ability to dismember the body of Hellhounds on death (similar to other AI)

  • Added Hellhound Mask variants to the game. Now one member of a Hellhound pack can spawn with a metal face plate that absorbs headshot damage.


  • AI can now be killed silently with headshots or melee attacks to the head, suppressing any revealing death sounds they normally make

  • The Butcher and Meathead now take slightly less explosion damage (i.e. Frag Bomb can no longer kill a Meathead, but a Dynamite Stick can)


  • Pass on equipment select/deselects audio to match new timings and expected audible range.

  • Fixed issue with occlusion not working properly.


  • Melee range improvements:

    • All melee swing attacks now have a constant range throughout their animations (except Fists/Dusters/Brawler)

    • Increased range on all Knife melee attacks

    • Increased range on all Throwing Knife melee attacks

    • Increased range on Rifle Buttstock light melee attacks

  • Medium bullets no longer penetrate brick

  • Quad Derringer exhausted melee attacks now chain more consistently with the animation

  • When a player starts a mission without a weapon in the first equipment slot, any weapon in the second slot will be automatically selected by default on mission start.

  • Re-selecting a single-action revolver after having interrupted its shooting so the hammer couldn’t be pulled back after the shot will reset the weapon to it’s ready state.


Developer Note: Performance has and continues to be one of the largest (and most complex) issues we are working on in Hunt: Showdown. You guys have been pushing us hard on this topic (as you should!) and we want to give you a heads up about the coming weeks and months in this regard.

With the arrival of update 4.0 and Quickplay we wanted to provide as much content as possible for you to enjoy, and give feedback on, over the holidays. As a result, some of you may experience lower performance or frame drops for a period (which we are continuing to investigate).

Given the nature of how important performance is to you all, we want you to know that in the coming new year we will be dedicating a large portion of time and resources to improving this for all our users. Thank you for your continued patience and support.


  • Added an in-game prompt at the start of a round to encourage players to press and hold E in order to use Dark Sight to locate clues.


Limited Arsenal Capacity

  • From this update onwards, the size of the Arsenal will be limited. The limits are based on the item’s type:
    • Contraband items: 1 for each item (This is a hard cap that can never be exceeded.)

    • Non-Contraband items:

      • Weapons: 5 for each weapon

      • Tools: 5 for each tool

      • Consumables: 10 for each consumable

    • With the exception of Contraband items the limits are soft-caps and can be exceeded by receiving rewards or un-equipping items.

    • The only effect the limits have in practice is that players are not able to purchase further items after reaching the limits.
      Developer Note:
      With this update,we are (for the first time) introducing new inventory limitations. The new limits do not apply to currently owned equipment for the time being, however in the upcoming updates all owned equipment that exceeds the new limitation may be automatically sold and their money equivalents will be added to the player’s account.

Economy Changes

  • Increased Bloodline start capital from $3000 to $4000.

  • Reduced money reward for empty Bloodline ranks from $1000 to $200.

  • Reduced money reward for unlocking a new Tier from $5000 to $1000.

  • Reduced money reward for endless Bloodline loop from $666 to $200.

  • Reduced XP needed for endless Bloodline loop from 8000 to 5000.


  • The map’s region rule set for shrinking has been modified to be more randomized in the greyed out sectors. The greyed out sectors may not always be adjacent from each other (This also makes locating the boss’s lair to be less predictable in Bounty Hunt)

  • Lawson Delta can now have multiple bounty targets present


  • Adjusted the after death screen to displays the correct icon for fist kills

  • Additional information has been added to Error message 0x30001

  • Additional information has been added to the ‘user banned’ error message


  • Several bugs fixed on Lawson Delta

  • Replaced and improved a large amount of level placeholder assets (Lawson Delta)

  • Improved landscape to streamline compound approaches (Lawson Delta)

  • Improved player leading and cover in some compounds (Lawson Delta)

  • First detail dressing pass in some compounds (Lawson Delta)

  • Adjusted and repositioned some player spawn-points in Stillwater Bayou to prevent early spawn kills.

  • Changed the weak and normal vitality shots to use the same animation

  • Fixed an issue that caused the butcher to get stuck in the Prison POI sometimes.

  • Fixed an issue where Solo players would not load into a mission, but get a message about a matchmaking problem.

  • Fixed an issue that could prevent players from stopping bleeding if they still had a throwing knife or crossbow bolt stuck in their hunter model.

  • Fixed an issue that made it possible for the butcher to take damage from hellfire bombs, although he’s immune to fire.

  • Fixed an issue that could lead to wrong placement and behavior of dog- or chicken-cages.

  • Fixed an issue that caused dark sight being too dark when used right after or during the vaulting process.

  • Fixed an issue that caused weapons in the second slot not being displayed correctly on hunters in case their first weapon slot was empty.

  • Fixed some inconsistencies for ammo looting, depending on how many ammo the player had left in the weapon.

  • Fixed an issue that prevented players from taking damage if they went inside dog cages.

  • Fixed navigation issues in several places on Lawson Delta, that prevented AI from moving properly.

  • Fixed several lighting issues on Lawson Delta.

  • Fixed a number of places where players could get stuck on Lawson Delta.

  • Fixed some collision issues (missing or invisible collisions) on Cemetery and Lawson Delta.

  • Adjusted view distances for some vegetation assets.

  • Fixed Meathead attack variation selection process.

  • Fixed Meathead behavioral glitches when player is not reachable.

  • Fixed issues with Meathead sometimes spawning too many leeches.

  • Fixed issue where the Meathead would miss melee attacks because it preferred an overhead strike instead of a straight forward stab.

  • Fixed Butcher exploits related to players that are in unreachable positions in the arena.

  • Fixed a bug where the Butcher could be pulled out of its downed state when taking damage.

  • Fixed navigation issue with the Butcher when players were on another floor.

  • Various server side fixes for crashes in AI (logic and queries).

  • Fixed issues where AI could get stuck behind obstacles, corners and/or closed doors.

  • Fixed an issue where AI would not attack players that were hiding ‘inside’ the corpse of a Meathead.

  • Fixed a bug which caused Hellhounds to be able to attack through walls

  • Fixed an issue where a Grunt’s movement would be interrupted while in the aware state when a target’s location was updated.

  • Fixed an issue that caused the Grunt, Armoured and Hive to turn slower than intended in some cases

  • Fixed an issue where equipping a weapon only in the secondary weapon slot, would cause the Hunter to equip it as default instead of fists in their primary slot

  • Fixed an issue which resulted in 1-handed melee weapons not being attached to the hunter correctly when not equipped.

  • Fixed an issue which resulted in fists not having an icon in the UI/HUD.

  • Fixed an issue which resulted in the 2nd pistol of a two-pistol loadout being attached to the chest instead of the hip holster.

  • Fixed an issue which caused deaths by impact damage from consumables and tools to show as melee instead of ranged attack kills.

  • Fixed an issue which resulted in the camera moving down when a hunter got off the top of a ladder.

  • Fixed an issue with the first aid kit not always replenishing health even if the progress bar was full.

  • Fixed a bug where the boss icons did not turn transparent, if all tokens had been extracted.

  • Fixed an issue where certain in-game banners, like “XZY has picked up the bounty!” were not shown in some cases

  • Fixed a bug that caused the wrong summary screen to display in cases where a Hunter died during a mission if the player was prestige 1 - 50 and any Rank below 15

  • Fixed LOD issues on the Nagant buttstock (affects Precision, Deadeye and Officer Carbine variants)

  • Disabled all Depth of Field effects on default weapon poses to fix issues with DoF getting stuck after using ladders

  • Aiming with a melee weapon will no longer stop sprinting

  • Flares are now destroyed properly by explosions

  • Reverted a change to Vetterli dry shot chaining to fix an issue preventing ADS

  • Corrected issues in tooltips for Doctor Trait and First Aid Kit.

  • Fixed some smaller UI issues.

  • Fixed some animation issues.

  • Fixed some minor Art issues on Cemetery and Lawson Delta.

  • The cursor may get stuck in previous client window dimensions after changing the resolution.

  • Mouse cursor may become invisible when using Alt-Tab while loading into the game

  • Closing doors right next to AI can cause them to get stuck.

  • Some assets might appear as low resolution / low poly , even on high settings.

  • Kills on grunts, armoreds and hives achieved through indirect damage, do not count towards challenge progress.

  • Completed challenges do not appear as “completed” on the map screen.

  • Hunter’s coat sometimes clips through Hunter’s front after revival.

  • Quickplay : A hunter that was not killed by another player will still draw bounty from the Wellspring until the bounty has been manually picked up by another player.

  • Quickplay: The values shown on the leaderboard and drained counter are sometimes not in sync.

  • Quickplay: Consumable slot in Quickplay is handled as slot ‘Tool 2’ in Key Customization instead of ‘Consumable 1’

  • Quickplay: In rare occasions, player are able to join quickplay session with normal Hunters instead of Quickplay ones

  • With high latency, players have to press F longer than the progress circle indicates for a complete pick up animation to play

  • Ammo counter sometimes shows 0 despite having full ammo after picking up a weapon or switching between weapons with different ammo types. (Switching between items or reloading the weapon resolves the visual problem.)

  • Memory consumption may increase after each mission played

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Its Christmas time at the HUNT. Even the spider is into it.

Sometimes its the waiting game. In the large barn is the monster to banish. But we are targeting Hunters who will come for the bounty of the monster. So we wait, hopefully it wont be too long before they show their hand.

An accident with fire and enemy near. We scurry for a barricade. My health bar halved from fire damage. The moonlight providing too much lighting for scurrying around in the shadows.

In the middle of the flames is an enemy Hunter. Successfully flanked and disposed of. If downed, your other teammember can revive you. You can camp the body to see who shows up. Or if you need to keep moving or simply want to place the downed fellows comrade into a hasty move. Set the downed body on fire. They wont have long to be revived and death will be soon.

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This game looks as frightening as @Aginor’s baseball topic - I’m too scared.

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With the new update coming to hunt, some interesting changes coming.

Shotguns are going to be devastating close range.

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What is your favourite load out and what is usually your first perk/trait you purchase.

My favourite load out. Its a strong short to average medium range build.


The Crown and King auto is (as its name implies) an automatic shotgun with 5 round internal magazine. Quick fire rate at close range decimates enemies, but offset by long load time.

Me medium range is the Mosin Nagant Obrez.
It fires larger bullets for more damage but is a slow bolt action rifle and is let down in the rate of fire department. Reloading this has some quirks. If you don’t have Bulletgrubber perk, you will lose a bullet on ejection when reloading this weapon. However it can be fully reloaded with a “stripper clip” for a fast reload when completely empty. So you either get the perk for individual reloads without losing a round or empty the gun in battle for a relatively quick reload (which has its obvious drawbacks).

For any build I run, I have found that my first perk is always the following.

This increases the amount of HP you receive from medical supllies, injections and bandages.
with this perk, if I can afford it, I usually get Physician

This reduces the bleed out time and give you a chance to stop bleeding before losing a healthbar. these two are IMO the very first survivability perks/traits I always head for.

What are yours ?

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Sometimes a little ingenuity can save and make a fruitful day. How not engaging in a fight made me win.

I spawned in on a map where there were 2 bosses. Sometimes it splits the players to each objective, sometimes those with large Kahunas like to try and take both objectives for the clean sweep.

The rewards are great for a clean sweep, however once you have a token from one boss, you can be tracked on the map making you a target. So you better be prepared to fight your way through the second boss. Other players want what you are carrying.

So here I am in a team of two and for some reason, my teammate never spawns in. Crap I thought. No backup. I decide to tread carefully, I don’t want to engage in a fight as my load out is medium range at best. So I thought I would use my time to kill a few grunts for XP and if I see another player and can get a cheeky shot, I would take it.

Strangely enough I stumble onto the boss very early in the game. Knowing this is a focal point for other players I don’t really want to be here, or not so close anyway. Co-incidence also shows there is an extract point very close by as well. Hearing gunshots far away I decide to slink away from the objective, but remain in sight close to the extraction.

Plan A) hopefully I may see enemies going for the boss (maybe a quick surprise attack from me).
Plan B) Stay in proximity of the extraction point. Its so close, those with the bounty will surely come this way - but other players may have the same idea as me.
Plan C) - if things get hot, shoot straight for extraction and try to escape.

I hear a flurry of gun fire and shortly after my map burns bright showing that the other boss far away is now being banished. I still have no action down where I am and I sit tight. Its not long after I can tell a huge gunfight is taking place at the far away boss. The far away boss also has an extraction point near it and I start thinking this may be a good thing.

If the guys at the other end of the map get spooked or are persued after the battle for the boss tokens, they may just extract and leave me alone. Though I wouldn’t really know if any other players will come down my way as this bounty is still up for grabs.

Little lightning bolts show on my map the positions of those that now carry the tokens. to my delight, they track straight for the close extraction point on the opposite side of the map. Another battle ensues and i can see the tokens have not changed hands. Hopefully they will extract and leave me here by myself.

The gunfighting stops and my map shows the enemies are at the extraction. Its all quiet and i wait for them to extract. Then my worst fears unfold as my map now shows them moving away from the extraction point and heading south towards my boss. They have obviously fought off quite a few other people and may be deadeye hotshots. I don’t really want to go 2 on 1 with excellent shots.

I track them on the map and i start running plan C in my mind. Then i think of a cunning plan. Its all so quiet, they probably think no-one is here and want to take my bounty. What if i make some noise to make them think there is a battle going on down here. My decoys are basically blanks i can throw that sound like gun shots. I toss 3 in quick succession, bang bang bang !. I look at the map and the enemy have stopped, obviously thinking what to do hearing gun shots.

Doing this however lets people close to me know roughly where i am. Its a tactic that could backfire.

All goes quiet again, and the enemy start moving in my direction. Crap i think, i need to spook them more. I have 2 different types of guns on my and decoys. So i throw the rest of my decoys and blind fire my guns into the air to simulate a gun battle.

It works. The enemy suddenly hearing a cacophoney of different gun shots turn tail and head back north and extract. I am quite pleased, and not dead, that is a bonus.

In hunt, you never really know if you are alone (unless you have counted the maximum dead bodies in a match). So its time to take on the boss. Its the spider again. She moves really fast and i sacrificed quite a bit of health trying to get action shots. I hope you like them. It was a fairy tale ending. A huge bluff on my part sent a superior team running. Rippa !

And why do spiders always go upside down when they die ?


Latest patch is out. Immolator can be a problem, its a crazy SOB. Game feels very different. Been handed my butt many times over.

Butt (pardon the pun) still having fun

Hamming it up for a photo shoot after killing the new boss - “Assassin”.

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Sorry for the necro, but I trust peoples opinions here. Anyone still playing this? I’ve heard that they are changing the meta towards a more run and style? I’m debating picking it up, if it hasn’t turned into monster CoD.