*EARLY ACCESS GAME* Hunt: Showdown is a competitive first-person PvP bounty hunting game with heavy PvE elements, from the makers of Crysis. Set in the darkest corners of the world, it packs the thrill of survival games into a match-based format.
Recent Reviews:
Mostly Positive (877) - 74% of the 877 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (15,721) - 73% of the 15,721 user reviews for this game are positive.
Release Date:
22 Feb, 2018

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“We love the tension of survival games and match-based shooters, but had some ideas about how we could combine our favorite elements of both into something new. Basically, our goal is to make the game we’ve always dreamed of playing.
We also want Hunt: Showdown’s development to be community-driven, and an Early Access release allows us to base further development work on community feedback as we test and refine new features, equipment, cast, and settings. The dialogue between the Hunt community and Hunt developers will be crucial in creating a fun experience—so you can help us define what Hunt: Showdown, ultimately, is going to be.”

Approximately how long will this game be in Early Access?

“We are planning to have Hunt: Showdown in Early Access for at least 12 months, but that timeline could lengthen (or shorten!) depending on how community feedback shapes our own wish list for the game. Initially, we will spend a couple of months collecting player feedback and in-game data, and then we should be able to share a more detailed development roadmap.”

How is the full version planned to differ from the Early Access version?

“We have a vision of what the game could look like after Early Access, and throughout Early Access we will be adding more gear, more monsters, more (and more diverse) Hunters, more game modes, more traits, crafting, and more map variations. As we get a better understanding of how our community engages with Hunt: Showdown, we will continue to expand the content and add features, and this process will define the full version of the game.”

What is the current state of the Early Access version?

“Hunt is a work in progress at the moment, and while it is absolutely ready to play, it will see a lot of changes and improvements as we move through Early Access. For example, outside of the planned additions we mentioned in the last question, we want to continue to tweak the gameplay balance, performance, the visuals, and game readability.
As it stands, Hunt contains a 1km² map packed with hand-crafted locations for you to explore, hoards of gruesome monsters for you to fight on your way to even more savage bosses, and more than 40 weapons, tools, and other equipment. Each player will also have a Bloodline, which is a pool of Hunter characters and is also where experience from Hunters that are killed will be saved.

The hardware requirements specified on the store page reflect our current work-in-progress minimum and recommended specifications. We are currently testing against these requirements and optimizing the experience over time. Our long-term goal is to make sure Hunt is accessible to a wide range of available hardware and to continue to adjust our suggested required specs as the game evolves.”

Will the game be priced differently during and after Early Access?

“Yes. We will have one set price throughout Early Access and most likely a higher price when the game fully launches.”

How are you planning on involving the Community in your development process?

“We will be collecting all of the feedback we get from the community on both existing and upcoming features, as well as tracking game data from every play session, and we will take all of that information into account as we steer our development plans. We want to be transparent about that process, the timeline for additions, and the reasoning behind the decisions we make. You can submit your feedback and ideas to us on the Hunt: Showdown Steam Community Hub and on all of our social media channels.”
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Recent updates View all (210)

13 September

Update #2.4, 13th September, 2018


We are pleased to announce that Update 2.4 is now live. Please note, in some cases you may notice a decrease in texture quality. If you encounter this, please adjust the render resolution scale in the graphic options closer to 100%:

Version: v0.411
SteambuildID: 3116757
Client patch size: 1.4GB

  • Extended graphics settings - Users can now access a broader range of additional options that can customize performance based on available hardware.
  • Loading time improvements - Optimized the time to get into matches on both client and server (Potential saving of 20-30 seconds).
  • Resolution scaling - Players can now scale the game rendering independently for their desired resolution which can significantly improve GPU performance when users are GPU bound.
  • GPU optimizations - Re-balanced low spec configuration and reduced GPU cost across the board.
  • CPU optimizations - Mainthread will be more stable and generally more efficient thanks to a collection of smaller improvements in game code and systems.
  • Matchmaking changes – Added an additional matchmaking bracket. Current brackets are now set to ranks 1 to 33 (with overflow to 50), ranks 34 to 66 (with overflow to 80), and ranks 67 to max rank (including prestige).
  • Solo Missions – Solo missions will now be single target missions (1 Boss).
  • New weapons
    • Nagant M1895 Officer Carbine - A modified version of the Nagant M1895 Officer pistol with a long barrel and a stock.
    • Specter 1882 Compact - A modified version of the Specter 1882 Shotgun with a foregrip and a sawn-off barrel. Wider spread, but shorter range.
    • Crossbow Shotbolt - A hand-crafted crossbow that mixes the characteristics traits of a shotgun with those of a crossbow, utilizing bolts tipped with shotgun shells that detonate on impact setting off a cone of shotgun pellets.


  • Reduced the Water devil’s detection range for crouched Hunters.
  • Water devils that disable themselves when another is attacking a Hunter will now slightly move towards the attacker before disabling.
  • Water devils can no longer damage Hunters on land.
  • Increased the size and speed of the Water devil slightly.

  • Improved impact sound of Dynamite.
  • Improved impact and charge up sounds of the Concertina Bomb.
  • Improved impact sound of lanterns.
  • Improved breaking SFX to electric lights.
  • Improved the audio timing of the Mosin Nagant Avtomat reload animations.
  • Increased the priority of explosion sounds to prevent them from accidentally being overpowered/silenced by other sounds.
  • Increased the Hellfire Bomb's audibility radius to make it consistent with similar explosions.


  • Greatly increased the melee damage of dusters and Nagant brawler.
  • Updated Nagant Brawler animations to properly use the attached dusters.


Developer Note:
With this update we wanted to provide more settings for players to use in order to tune their performance with specific focus on GPU. In this patch the graphics options were extended to let players set the quality of different rendering groups such as post-processing and object quality as well as introducing some new features that can benefit GPU performance overall. In addition to these new options, we have spent some time to make the low spec setting cheaper overall on the GPU with both adjustments to the configs and code and asset side optimizations. Med and High spec have also received some small adjustments with respect to the quality of features being rendered.
The larger of the new features is the introduction of resolution scaling. It is likely that users who are limited by their GPU can get significant gains by down scaling the rendering resolution while retaining their video resolution.

  • Added sub-groups and additional options for users to configure their graphics quality versus performance in the settings menu.
  • Added resolution scaling: Players can now scale down the rendering resolution independent of the resolution the game is running in. This will have potentially large performance gains for players who have slower GPU's. This setting does not scale the UI.
  • Optimized all particle effects
  • Re-balanced low spec config to improve GPU performance. By default low spec will have a reduced set of features enabled and rendering quality will be slightly lower. Users can choose which features to enable in the graphics options.
  • Allow users to disable some post-process and effects
  • Adjusted HDR Bloom quality settings across specs
  • Added particle quality settings across all specs
  • Added volumetric fog quality settings across specs
  • Added descriptions to all menu settings to explain what they will change when different settings are used
  • Added a VRAM meter in the graphics options menu to show dynamically the current VRAM usage. This feature is only available on Windows 10.
  • Added larger texture-pool configurations up to 8GB
  • Optimized Schematyc update scheduler data structures to reduce CPU cost on main thread. This should provide a base improvement for all users constantly as well as reducing spikes in the framerate when entering new areas of the level.
  • Adjusted particle screen fill settings to improve performance when particles occupy a lot of screen space
  • Optimized ironically expensive display of performance information that could cost too much on the main CPU thread. Heisenberg wept.
  • Adjusted shadow casting min-spec setting on some detail vegetation.
  • Flagged some detail objects as hidden on lower specs.
  • Corrected a number of config settings that were not being set properly.
  • Optimized some level features that updated every frame and on both server and client unnecessarily.
  • Moved performance HUD settings into graphics setting menu (previously HUD settings).
  • Exposed several advanced options for, surface format optimization and 2 pass rendering.
  • Disabled FPS limit option when VSYNC is active.


Equipment rank changes:
  • Nagant M1895 – Unlocked at Rank 4 (previously 10)
  • Nagant M1895 Brawler – Unlocked at Rank 40 (previously 17)
  • Nagant M1895 Officer – Unlocked at Rank 10 (previously 40)
  • Fire Bomb – Unlocked at Rank 2 (previously 4)

New equipment:
  • Nagant M1895 Officer Carbine - $86 (unlocked at Rank 17).
  • Specter 1882 Compact - $65 (unlocked at Rank 91).
  • Crossbow Shotbolt - $305 (unlocked at rank 85).

Endless Bloodline loop:
  • The progress of the endless loop is now visualized on the Bloodline page.
  • Increased the threshold for the endless bloodline experience loop. XP required is now 8000xp (previously 4000xp).
  • Gaining $666 by retiring a Hunter is now visualized on your bank account.

  • Reduced the placement range of bear traps
  • Increased Twig AI Audio stimulus from 15m to 25m
  • Fixed an exploit where interacting with two clues at the same time, would grant two region shrinks even though one of the clues would be inaccessible afterwards.
  • Fixed an issue where AI would not spawn at the Extraction vehicles, even though they should.

  • Fixed an issue where bear traps didn't deploy properly, but just got dropped instead.
  • Fixed an issue where the Water Devil produced no audible sound.
  • Fixed a bug that casued the Water devil to deal more damage than intended
  • Fixed an issue where the hunter didn't play audio feedback when jumped at by the Spider.
  • Fixed the link of the tutorial video in the main menu to point to the updated version.
  • Fixed an issue where players were unable to select their spawn location before a match.
  • Fixed a number of issues that would result in the throw helper not being accurate in certain situations or when using specific items(e.g Frag grenade)
  • Fixed an issue where players could get stuck between a roof and a tower at Scupper Lake.
  • Fixed some view distance issues for shutters, doors and windows on low and medium spec.
  • Fixed an issue where the hunter didn't automatically switch back to a weapon after using a syringe.
  • Fixed an issue that resulted in it not being possible to interact with world items in instances when these items were used in quick succession.
  • Fixed an issue where the water devil could randomly disappear after being aggro’d by a player.
  • Fixed the audio that was produced for
  • Fixed an issue that caused the (own) death screen not being displayed correctly after spectating another player that left the session.
  • Fixed the physics of lanterns when thrown on water, making them behave more realistically and bounce less.
  • Fixed an issue where explosives were instantly triggered when hitting concertina wire.
  • Fixed an issue that would result in not receiving credit for Hellhound kills if the pack was already agrro’d by another team.
  • Fixed a bug that caused a delay to occur when healing with the First aid kit.
  • Fixed a bug that resulted in placed Bear traps not reacting if hit with flare pistol or fusee.
  • Fixed an issue with the throwable lanterns and Hammer not dealing the correct damage.

  • Fixed a bug that caused depth of field to always cost something even when it was disabled.
  • Fixed a bug that caused certain anti-aliasing settings to produce a black outline around objects.
  • Fixed texture streaming pool incorrectly selecting high resolution texture mips which could result in constant file access on lower end GPUs.
  • Fixed a bug that caused the extraction countdown timer to overlap with Banner notifications.

  • AI may become stuck when navigating around certain areas.
  • Hunter heads may snap back and forth if too close to other entities or pieces of geometry.
  • Hive swarms are able to attack players through solid walls and small lattices.
  • Oil pools are invisible.
  • Shadows may not blend together correctly on low end systems.
  • In rare instances, players may become stuck on the matchmaking screen at the “Loading Map” stage.
  • If 2 players invite each other via steam (without one of them accepting) they can be stuck in that invite state and will have to wait for a bit or restart their client in the worst case.
  • Dark sight boost can sometimes be consumed faster than intended.
  • Direct hits with Fire Bombs and Lanterns will not knock down AI as intended.
  • The AOE (self-) damage indicator on the throw helper of the liquid fire bomb is not in sync with the actual AOE/damage range.
  • Depending on the area, windows might show incorrect reflections.
  • In some cases, you may encounter a strange visual effect from smoke and muzzle flashes. This is more prominent in underground areas, but can occur outdoors as well.

~The Hunt team.
194 comments Read more

13 September

Server maintenance 11:45 CEST


We will be taking the servers offline for maintenance in the next 15 mins (11:45 CEST). During this time we will be deploying Update 2.4 to the live servers.

We will post an update once the servers are back online.

~The Hunt team
50 comments Read more
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About This Game

Savage, nightmarish monsters roam the Louisiana swamps, and you are part of a group of rugged bounty hunters bound to rid the world of their ghastly presence. Banish these creatures from our world, and you will be paid generously—and given the chance to buy more gruesome and powerful weapons. Fail, and death will strip you of both character and gear. Your experience, however, remains in your pool of hunters—called your Bloodline—always.


Hunt’s competitive, match-based gameplay mixes PvP and PvE elements to create a uniquely tense experience where your life, your character, and your gear are always on the line. At the beginning of each match, depending on whether you have chosen team play or solo play, up to five teams of two or ten solo players set out to track their monstrous targets. Once they’ve found and defeated one of these they will receive a bounty—and instantly become a target for every other Hunter left on the map. If you don’t watch your back, you’ll find a knife in it, and your last memory will be of another team of Hunters walking away with your prize. The higher the risk, the higher the reward–but a single mistake could cost you everything.


Even in death, you will be able to progress among the ranks of Hunters via your Bloodline. Though one character may die, their experience will be transferred to your Bloodline, where it can be applied your other Hunters. If you make it off of the map alive, you will be able to use the money and experience you earn to kit out new Hunters and prepare for the next match. If you die, you lose everything but your experience.


Dark Sight allows Hunters to see into the veil between worlds, making that which cannot be seen by mortal eyes visible to those who have been initiated. Use Dark Sight when you are tracking monsters, and a ghostly light will guide you toward your next target. Dark Sight also marks players carrying a bounty, making them more vulnerable to ambush while trying to escape.

Mature Content Description

This Game may contain content not appropriate for all ages, or may not be appropriate for viewing at work: Frequent Violence or Gore, General Mature Content

System Requirements

    • Requires a 64-bit processor and operating system
    • OS: Windows 7 64bit
    • Processor: Intel i5 @ 2,7GHz and 4 cores (6th Generation, Core i5 6400) or AMD Ryzen 3 1200
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 660 TI or AMD Radeon R9370
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 20 GB available space
    • Sound Card: DirectX compatible audio card
    • Additional Notes: Best experienced with headphones
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64 bit
    • Processor: Intel i5 @ 3.2 GHz (6th Generation) or AMD Ryzen 5 1400
    • Memory: 12 GB RAM
    • Graphics: NVIDIA GeForce GTX 970 4 GB or AMD Radeon R9 390X
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 20 GB available space
    • Sound Card: DirectX compatible audio card
    • Additional Notes: Best experienced with headphones

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