We're opening the doors to any and all to join on us a hunt over the weekend. Strap on a six-shooter, invite your friends and snatch some bounties through blood, sweat and bullets!
The wait is over—Hunt: Showdown 1896 is officially here! The patch notes for the release can be found below. For the Scorched Earth Live Event description, head over to here:
Happy Hunting! ~ The Hunt Team
Mammon's Gulch – Map #4
A large new 1km² map set in a new mountain biome with large forests, mountains, rivers, and underground mines.
The most detailed map in Hunt: Showdown by far, brought to life through the power of our new and updated CryEngine 5.11.
16 new and unique locations to explore, like Terminus Railyard, Grizzly Lodge, The Gasworks, Preston Oil, and many more.
Three locations right at the edge of the map can yield up to two Clues for a head start early on.
A central network of mining tunnels connects various compounds around the central peaks and are great for shortcuts and to evade pursuers.
Increased verticality gives players more options to traverse and fight.
Contains new animal types—bats and cows—that can be found throughout Mammon’s Gulch.
Developer Note:
We are thrilled to introduce our latest map: Mammon's Gulch, a diverse and dynamic new battlefield that we hope will elevate your gaming experience.
Our journey in creating Mammon's Gulch was deeply influenced by your feedback and comments. We have always valued the community's input, and this map is a testament to the collaborative effort between our development team and you, our dedicated players.
For the first time, we are venturing into a new biome, with Mammon's Gulch set against the rugged and majestic backdrop of Colorado. This map features higher elevation points than any of our previous maps, anchored by a central mountain that offers climbable sections for strategic advantages.
We are also excited to reintroduce underground areas, this time in the form of mines. These mines offer optional pathways that can serve as shortcuts across the map, presenting a risky yet potentially rewarding choice for those daring enough to navigate their depths.
Mammon's Gulch combines the best elements of our previous maps with fresh ideas to create a rich and varied environment. Whether you're scaling the central mountain or exploring the treacherous mines, we believe this map will provide you with numerous new opportunities for strategic play and exploration.
We can't wait to hear your thoughts and feedback on Mammon's Gulch!
Meet you in the mountains!
New Equipment
During the duration of Scorched Earth, the new equipment can be unlocked through the Battle Pass. After the Event, the Weapons and Custom Ammo will go into the regular Bloodline Progression, as usual. Please note that new Custom Ammo types will now be unlocked by default when this happens.
New Weapon: 1865 Carbine
Lever-action repeating rifle with a seven-round magazine. Well-balanced between power, speed, and accuracy, it is personally approved of by Abraham Lincoln.
The 1865 Carbine works great in close quarters assault with a high-powered medium cartridge. While the slower muzzle velocity and ammo type makes it lose much of its initial power at distance, the fast and easy full-reload of the magazine at the back as well as its large amount of extra ammunition makes it easy to keep up the pressure in a fight.
Basic – Medium Ammo – 7+1/21
Full Metal Jacket – Medium Ammo – 7+1/21
New Weapon: Infantry 73L
Winfield made lever-action repeating rifle in a “musket” configuration with longer barrel and more capacity at the expense of slightly slower levering speed.
Basic – Compact Ammo – 17+1/20
Full Metal Jacket Ammo – Compact Ammo – 17+1/20
High Velocity Ammo – Compact Ammo – 17+1/13
Incendiary Ammo – Compact Ammo – 17+1/20
Poison Ammo – Compact Ammo – 17+1/20
New Weapon Variant: Infantry 73L Sniper
Winfield made lever-action repeating rifle in a “musket” configuration with longer barrel and more capacity at the expense of slightly slower levering speed. Modified with a long-range scope.
Basic – Compact Ammo – 17+1/20
Full Metal Jacket Ammo – Compact Ammo – 17+1/20
High Velocity Ammo – Compact Ammo – 17+1/13
Incendiary Ammo – Compact Ammo – 17+1/20
Poison Ammo – Compact Ammo – 17+1/20
New Weapon Variant: Crossbow Deadeye
Crossbow that fires powerful bolts. Quiet at range, but cumbersome with a long reload. Bolts can be retrieved and reused. Modified with a mid-range scope.
Basic – Special Ammo – 1/9
Explosive Bolt– Special Ammo – 1/4
Shot Bolt – Special Ammo – 1/6
Steel Bolt – Special Ammo – 1/9
Developer Note:
The Steel Bolts are a new ammo type that have a flatter projectile trajectory than regular bolts at reduced damage, making this ammo a better choice for precision shots at range. Combining the Steel Bolts with this variant’s Deadeye scope can yield accurate headshots even at long range.
New Weapon Variant: Rival 78 Trauma
Caldwell made, break-action shotgun with two barrels. High Damage at close range, two-tapping gives it an edge. Modified with a stock mounted bludgeon.
Basic – Shotgun Ammo – 2/8
Dragon Breath – Shotgun Ammo – 2/8
Flechette – Shotgun Ammo – 2/8
Penny Shot Ammo – Shotgun Ammo – 2/12
Slug – Shotgun Ammo – 2/5
New Tool: Bear Traps
This portable foothold trap clamps loudly shut when the trigger plate is touched, inflicting bleeding damage on its victim. Comes in a pack of three.
New Custom Ammo on Existing Weapons:
Crossbow Steel Bolt
Drilling High Velocity Ammo
Marathon High Velocity Ammo
Marathon Incendiary Ammo
Martini-Henry High Velocity Ammo
Weekly Challenges Redesign
The Weekly Challenges system has received a massive overhaul with the goal of addressing numerous pain points and player feedback.
Challenges are now released weekly in the form of distinct Weekly Sets. Once released, Weekly Sets and their Challenges remain available and can be completed until the end of the Event. The order in which Weekly Sets are released and their contents are the same for all players.
Every Challenge can be completed only once, and the player cannot reroll them to a new one. Contributions made by teammates continue to progress the player’s Challenges.
Improved Gunplay Experience
This update introduces many improvements to the core gunplay experience in Hunt: Showdown. Besides the option to toggle between a centered crosshair position and the previous, lowered position on the screen, we have added the concept of bullet drop, which greatly mixes up the established balance of weapons. Universal headshot damage and a host of secondary balancing tweaks across the entire arsenal make this the most impactful set of changes since our introduction of Custom Ammo and is expected to shuffle around some of the established meta.
Center Crosshair
The Crosshair position can now be customized between two preset positions: Centered and Lowered.
Centered - Center of the screen (this is the new default)
Lowered - Legacy setting (20% below center)
This setting can be changed with the new 'Crosshair Position' option in the Game section of the Settings Menu. Developer Note:
Historically, Hunt has always had a lowered crosshair enforced. This choice was made to give a POV of the world that focuses on seeing more vertical space, with the weapon getting less in the way as we encouraged players not to always shoot on the first opportunity.
With the addition of this option, we finally made it possible to change the crosshair position, allowing players who prefer (or even rely on) having the crosshair at the center to have a better experience.
Dark Sight Aim Helper
A simple dot crosshair will now show whenever Dark Sight is entered. This helps to properly aim when performing interactions for Traits like Necromancer, Serpent, Remedy, etc. This also applies to Beetle View, allowing to place Ping Markers more easily.
Ballistics
The concept of ballistics focuses on a projectile being pulled down by gravity as it travels, requiring the shooter to adjust their aim over distance. Certain aspects of projectile ballistics have always been a part of Hunt with muzzle velocity and gravity already affecting some ammo types, like bolts and arrows. However, with this update we are consistently applying projectile ballistics across the entire arsenal, introducing an exciting new layer for players to explore for weapon mastery.
A Million Changes
To compensate for these gunplay updates, additional changes have been made alongside them to help deal with the increased difficulty:
Headshots from single bullets are now always lethal against Hunters and weaker AI.
Damage falloff has been adjusted, retaining more damage over distance than previously in most cases including shotguns, although the adjustment to shotguns isn’t as large as the increase to other firearms.
Minimum damage to the upper torso at any range, for all firearms apart from shotguns and the Quad Derringer, is now 25.
Shotgun maximum combat ranges have increased to allow for better suppression of enemies and igniting barrels and lanterns.
Shotgun spread has been globally narrowed down, and damage has been slightly increased. This is especially noticeable for sawn-off variants.
Slight picture adjustments have been made for many weapons to normalize the thickness of their front sights, making it easier to aim at distant targets without the front sight getting in the way. Thin front sights have been a major factor for choosing particular weapons in the past, and this will hopefully open more viable options for players and helping to bring more diversity to the arsenal.
Distance to ping markers will be displayed if you ping locations using the Spyglass. This feature was previously only working for pings in the Shooting Range and by allowing its use in missions it can help players get used to the new ballistics improvements by verifying distances and correcting aim.
Normalized maximum distance across all bullet projectiles so that they will always travel around 500m before being deleted.
Slight adjustments to cracked scope lenses so they interfere less when trying to adjust your aim for ballistics.
Early in Hunt’s inception, it was decided that the physical simulation of bullets would be minimal, only including projectile velocity, penetration power, and damage decay—while not including gravity, except for some weapons, like Crossbows. This decision was made to help tackle extra gameplay difficulty coming from the crude iron sights that many of the weapons from the old era had. However, now many years into the game’s release, we have decided to introduce this extra layer to help keep the gameplay fresh and interesting, as our arsenal as matured.
Our version of projectile ballistics is an abstraction and does not represent a fully realistic simulation. For example, projectiles will not drop instantly. Instead, they will travel straight for a certain distance before a sudden gravity is applied to them, creating interesting differences and challenges between weapons.
Our goal was to focus primarily on playability and consistency. The impact these new variables have on our weapons provide balance overall instead of closely simulating physics. For instance, Long Ammo weapons typically drop more sharply than other ammo types, while Compact Ammo weapons may experience a flatter, gentler trajectory, making headshots potentially easier at long distances. We expect this to present a particularly critical advantage—now headshots are fatal from any distance. This is all part of our wider efforts to reduce the dominance of Long Ammo weapons by ensuring all ammo types and weapons offer individual advantages.
Drop Range
To give a consistent idea of the distance at which vertical aim adjustments need to be made, a new weapon statistic called Drop Range can be seen in the store for each relevant weapon.
Past this range (listed in meters), the weapon's projectile may drop more than a full head’s height, potentially requiring aim adjustments to compensate if the player is attempting a headshot.
You can confirm a weapon’s Drop Range by checking weapon and ammo stats. A weapon’s Drop Range is also shown in a small HUD element to the right of the screen when you aim down sights. Please note that Custom Ammo may have a different Drop Range due to differing muzzle velocity.
Developer Note:
A weapon’s Drop Range is determined by a mix of the weapon's barrel length, its action type (e.g. lever-action or bolt-action), the ammo being fired, and the muzzle velocity of the projectile. Together, they determine the ballistic trajectory of the projectile.
Projectiles fired from weapons with longer barrels and tightly locked actions travel longer distances before they start to be affected by gravity, especially when compared to weapons with shorter barrels and less refined actions. An example for a tightly locked action would be a bolt-action rifle or a break-action shotgun. An example of a less suitable action which results in a bullet traveling a shorter distance before it starts to be affected by gravity would be a revolver drum or lever-action rifle that fails to secure a tight grip on the projectile.
In the case of silencers, be aware that some will be placed on a shortened barrel, while others are screwed on top of the default barrel. This might result in different Drop Ranges between weapons; however, silencers do not add practical barrel length to a weapon.
All weapons behave differently with the rate their projectiles fall, depending on muzzle velocity and ammunition types. Pay close attention to the Drop Range and experiment with different weapons to understand their unique trajectories. You can find the Drop Range in the Weapon Stats and on the right-hand side of the HUD when you aim down sights.
This is a new feature for Hunt: Showdown, and we are very excited to see how you like the addition of bullet drop. We think this is a chance to truly master specific weapons and ammo types as you learn their unique ballistic trajectories, and we guarantee that your first long-range headshots in this new system will feel a lot more rewarding—especially since headshots are always lethal now, regardless of weapon.
Drop Intensity
Drop Intensity determines how intensely a projectile drops. This is systemically affected by a weapon’s muzzle velocity and its projectile weight. For example, larger projectiles will drop faster than lighter ones, but this can be compensated for by using faster flying projectile types (if available).
Compact Ammo - Weak drop, meaning flatter curve.
Medium Ammo - Mild drop, balanced curve.
Long Ammo - Strong drop, intense curve.
Nitro - Very strong drop, very intense curve.
Bolts, Arrows, and Throwables will remain as they were prior to this update.
Developer Note:
Generally, Drop Intensity is consistent across ammo groups. However, the distance a projectile travels, as well as its muzzle velocity, also play a huge part in the final trajectory of the projectile. This is a more simplified look at how Drop Intensity works, and not an actual statistic that can be seen in-game. The Shooting Range is a wonderful place to dive deeper into this topic and learn the different nuances between weapons and how their projectiles drop over distance.
Custom Ammo
Some Custom Ammo types will systemically affect the ballistics of a projectile due to muzzle velocity, for example:
FMJ/Dumdum - Stronger Drop Intensity due to reduced muzzle velocity.
High Velocity/Spitzer - Reduced Drop Intensity due to increased muzzle velocity.
Some Custom Ammo types also adjust additional values. For example:
Explosive - Reduces the distance a bullet travels before it starts to drop.
Note: Full Metal Jacket Ammo has been renamed to FMJ Ammo to help reduce clutter.
Damage Multiplier Changes
Adjustments to damage multipliers for Hunters and some AI have also been made:
Changed the headshot multiplier for Hunters and AI cast so that all bullets to the head are now lethal at any range except for on Armoreds, Hellhounds with metal masks, and bigger monsters.
The Effective Range stat has been removed and replaced with Drop Range.
Bullet projectiles now retain more damage at longer ranges.
Compact and medium bullets have been improved, with even silenced compact pistols able to inflict 25 or more damage to the upper torso at the longest ranges.
Medium rifle bullets now deal full damage up to 30m. Previously, they only dealt full damage up to 20m.
Developer Note:
At long encounters, especially regarding compact and medium bullets, we found that damage dealt in some cases became negligible to the point of irrelevance. By increasing damage retention over distance and the minimum damage dealt, we can ensure damage remains a forcing factor at long-range engagements, pushing the opponent to act even while hitting them with lower damage weapons.
Shotgun Changes (Shot)
Globally reduced HUD crosshair size to match the actual spread in which Shotgun pellets can hit.
Long Barrel Shotguns:
Slightly increased the damage at range
Slightly decreased Crosshair Spread size
Increased the Travel Distance of the projectile to 100m before disappearing
Medium Barrel Shotguns:
Slightly increased the damage at range
Increased the Travel Distance of the projectile to 100m before disappearing
Short Barrel Shotguns:
Decreased Crosshair Spread size
Increased one-shot kill range
Slightly increased the Travel Distance of the projectile (50m)
Developer Note:
Previously, the HUD crosshair on Shotguns was displayed as larger than the actual pellet spread, to help reinforce their place as close-range weapons and to discourage use at longer ranges. The HUD Crosshair now represents the actual area in which the pellets can land.
We hope these changes help with accuracy and prevent instances where you feel a pellet should have hit but did not. This change may lead to the false perception that shotguns have become a lot more accurate in general.
While there have been additional changes to make them more powerful at range through better damage retention and some spread adjustments, the spread element is more a minor change overall.
By increasing their range, we want to give Shotguns a better chance to fight back at medium distances. While not dealing as much damage as a rifle or pistol, they can now be used to drain some health from the enemy or give them a harder time to aim.
Shotgun Changes (Slugs)
Slugs now always have some minor spread deviation when fired (even in ADS). This means they are not fully accurate at medium-to long-distance.
Slug spread now follows the rules of other single projectile ammo types:
Crouching will decrease spread (hip only)
Movement will increase spread (hip only)
Jumping will increase spread (hip and ADS)
The Nitro Express Rifle, although not a Slug, follows the same ruleset—less reliable at hitting distant targets, but fairly accurate, even at mid-range.
Developer Note:
With the addition of Ballistics, Slugs gained a huge boost, also benefiting from the global headshot damage changes in addition to their effective power at close range.
Considering that firing a Slug from the smoothbore barrel of a shotgun is not that dissimilar to firing a vintage musket, accuracy at distance is often a bit of a gamble compared to riffled barrels that spin the projectile for added stability mid-flight.
We’ve added some slight spread to Slugs at a distance to help take the difficult properties of Shotguns for precision shooting into account. This solidifies their role as high damage, close encounter use ammo, as they will be much less reliable at medium and long ranges.
Previously Slugs followed the same rules as a buckshot when dealing with hip fire spread. However, this didn’t really make sense as they are a single projectile like a rifle or pistol. With these changes, the hip fire spread now matches other, similar weapons.
UI
A major update has been made to Hunt’s in-game menu experience, resolving some of the bigger pain points of the previous implementation and bringing the UX/UI on par with a more modern look and improved usability.
Goals
Enhance UX/UI accessibility for both PC and console players.
Implement community feedback based on surveys and player engagement.
Streamline navigation to reduce complexity and improve intuitiveness.
Commit to making ongoing improvements with continuous updates and new features.
Facilitate the rollout of more high-quality features over time with scalable UI framework.
Main Features
Simplified user experience, with streamlined navigation and information architecture
Unified visual language across the interface
Improved Hunter Recruitment
Improved Traits Screen
Introduced the Actions Menu fly-out to reduce clicks and streamline navigation
Updated Store
Introduced the ability to filter Favorites
Settings
2.0.0.4: Added the 'Show Other Player Names' option in the HUD tab which, when disabled, hides all player names in the game. This feature will be especially useful for streamers!
Developer Note
We aim to create an accessible and intuitive experience for all Hunt: Showdown 1896 players on PC and console. Originally designed for PC, the game has posed challenges for console players. Addressing these issues has been our primary goal. We also removed or paused low-value features to make room for reworks and new functionalities. A key focus has been crafting a scalable UI framework for consistent control and navigation. We are very excited to roll this new UI out to you and are very much looking forward to feedback on this initial release. More updates and improvements are slated to go live in successive updates later this year, and your feedback will be instrumental for this.
Gunplay
Weapon Changes
General weapon changes
Reduced the sway of all stockless rifles and the Haymaker (held in two hands)
Reduced recoil for all dual pistols, making them easier to control
Reduced damage for the Uppercut to 123
Reduced damage for the Haymaker to 122
Increased friction of dropped weapons to reduce sliding on slopes
Improved the spread of the Mako 1895 and its variants (this also improves levering!)
Deadeye Scope Mobility Changes
The player’s mobility while aiming down sights with a Deadeye weapon is no longer reduced, setting them apart from other scopes.
The increase in sway when aiming down sights with a Deadeye weapon during and after moving has been reduced.
Levering Changes
Increased levering rate of fire
Improved spread when levering for more reliable hits
Affects the following weapons: Centennial, Frontier 73C, Vandal 73C, Infantry 73L, Mako 1895, Ranger 73 and Terminus, and all their variants
Silencer Changes
Normalized iron sights across all silenced weapons
The Frontier 73C Silencer and Sparks Silencer rear sight have been cut down to match other weapons, like the Vetterli and Centennial Silencer, in style and overview.
Scottfield Changes
Increased rate of fire for Scottfield Precision.
Improved spread for Scottfield Spitfire and Scottfield Brawler
Obrez Extended
Increased extra ammo capacity for Obrez Extended to give it a clear advantage
Increased recoil for Obrez Extended to make it slightly harder to stay on target
Hunting Bow Changes
Slightly increased damage for the Hunting Bow’s basic and Poison Arrows
These changes make the Hunting Bow as effective as it was if it had the Hundred Hands Trait in the old version, which means it will get even stronger when Hundred Hands is added post-update.
Increased Custom Ammo count from 3 to 5 for all Custom Arrows
Ammo Changes
High Velocity Ammo Changes
Damage has been reduced by -5% across the board compared to standard ammo
High Velocity Ammo’s muzzle velocity has been much reduced overall, now typically only 75m/s to 150m/s faster than standard ammo counterparts depending on the length of the weapon’s barrel
Slightly increased recoil kick, making it harder to stay on target
Reduced extra ammo capacity compared to standard ammo, making each shot count more
Spitzer Ammo Changes
Reduced extra ammo capacity compared to standard ammo, making each shot count more
Developer Note
Spitzer Ammo was still considered exotic and experimental during this era. It was a modern concept that revolutionized small arms ammunition by combining a more streamlined projectile with new, high-powered propellants, resulting in a flat trajectory at high speeds. By reducing extra ammo capacity, we wanted to ensure that getting your hands on these was an uncommon occurrence and that each shot would be considered carefully as to be wasted.
FMJ Ammo Changes
Added stronger recoil when firing Full Metal Jacket ammunition.
Misc. Ammo Changes
Increased extra ammo for precision weapons, excluding the Dolch Precision, whose reserve ammo count remains the same.
Explosive Ammo damage over distance has been adjusted to be more consistent with their basic ammo counterparts. Considering there is both a projectile and an explosion component for the total damage, it was not always easy to keep them feeling consistent.
Affects the Uppercut, Mako, Martini-Henry, and Springfield 1866.
Equipment Changes
General Equipment Changes
Removed the Electric Lamp Tool from the game.
Fire Damage Changes
Increased the burn damage on the Hellfire Bomb from 24 to 49
Increased the burn damage on Alert Trip Mines from 10 to 25
Developer Note:
The Hellfire Bomb and Alert Trip Mines will now instantly burn bars; however, having the Salveskin Trait equipped allows players to save the bars if the burning is stopped fast enough. This also promotes the use of large Health Chunks more in the never-ending battle of which type of Health Chunk is most effective.
Traps Changes
Significant improvements to how trip wire traps can be placed in the environment.
Both ends of the traps are now tested for suitable placement positions, which means that traps can now span across empty spaces like crevices or window frames.
Placement on slopes and uneven terrain is now more forgiving and encourages players to find new ways to hide them from careful observers.
Doors, Window Shutters, and Elevators will now trigger any trip wire traps they touch, requiring a more careful approach, as opening a door might set them off instead of stepping on them.
These changes also benefit the placement of Bear Traps to be more forgiving overall.
Bear Traps now apply a short slowdown to their victims.
Strong increase of damage for Bear Traps.
Beetle Changes
Increased speed of the Fire Beetle to match that of the other Beetles.
Increase Burn Damage done by the Fire Beetle to 25.
Increased damage done by the Stalker Beetle explosion to 50.
Gameplay
Stalemates and Closure
Adjusted several mechanics around burning and revive to reduce stalemates and bring closure to fights faster, while still offering a fair chance for a comeback for an active and engaged opponent. Developer Note:
Over the last year, we have introduced ways for players to get back into the fight after being downed. These changes have had a positive impact overall but have also introduced many points of frustration. Having reflected on your feedback and the available data, we're making adjustments to burning and revive mechanics to end stalemates and bring more closure to fights.
We appreciate and want to emphasis the play and counterplay of burning and choke effects, now having Choke Bombs, Beetles, and Bolts available to players for tactical use. That being said, we are limiting the duration of the choke clouds to be roughly half the previous duration, to avoid two minutes of waiting out the choke cloud before being able to move on.
We are aware of the controversies surrounding reviving, restoring, burning, choking, and stalling out the Player versus Player fights. Our core philosophy is to provide mechanics for capitalizing on the advantage of taking down one or two members of an opposing team while still leaving room for clutch counterplay and tactics, to get your own team back in the fight without dragging out into overly long games.
Faster Burning
The burn speed of downed Hunters has drastically increased, from 1 fire damage per second to 2.5 fire damage per second.
That’s around 50 seconds when downed on the ground with 125 health left, or just 40 seconds of burning when downed with 100 health left.
The burn speed of a downed Hunter with the Salveskin Trait has been increased from 0.75 fire damage per second to 1.65 fire damage per second.
Choke Cloud Changes
Reduced choke cloud lifetime of all choke items (Choke Bolts, Choke Beetles, Choke Bombs) from 120 seconds to 60 seconds.
Scorched Earth has begun! You will find the description of our latest Event below.
For Hunt: Showdown 1896 patch notes head over to here.
Event Dates/Times:
Event Start Time: 07:00 UTC, August 15th, 2024
Event End Time: 07:00 UTC, October 7th, 2024
General Overview
The new live event, Scorched Earth, adds exciting new mechanics and Pacts to the game as players hunt down Event Points for progress and to earn Pledge Marks they can use to unlock new powers. Progressing in the Event yields access to new weapons and equipment as well as a ton of cosmetic rewards.
As usual, players can engage with Challenges to earn more Event Points and boost their progress, as well as purchase one of the Battle Pass options for additional rewards and faster unlocks.
Sealed Rewards
Returning from the previous update, Pledge Sealed rewards can appear both in the Sealed Hoard central location and at Arsenals, Supply Points, Hunting Towers, and Watch Towers. In addition to the previous rewards, there are 2 new rewards being introduced:
Dark Sight Boost Boon: Refill your Dark Sight boost if you’re carrying a Bounty Token
The Dark Sight Boost Boon can be found at the Sealed Hoard at the center of the map only.
Cost – 1 PM
Weapon Box: Receive a random Scoped Rifle, Rifle, or Shotgun
Each box will tell you on the interaction which type of weapon can be found inside.
Cost – 1 PM / Exclusive
Additionally, some changes have been made to previous rewards:
The Big Cash Register has now been tweaked to reward players Hunt Dollars within a range of values instead of a fixed value.
Players will now be able to interact with more Sealed Rewards at the Sealed Hoard central location.
Pledge Marks
A maximum of 4 Pledge Marks can be gained in one Mission, with each Hunter only able to hold up to 4 maximum. They are tied to each Hunter and are retained when extracting. They are not physically carried by Hunters, and therefore cannot be directly taken from others. The current amount of Pledge Marks you’re carrying can be viewed in-Mission and in-Roster.
Sources of Pledge Marks
Each time a Pledge Mark is gained, it will also be rewarded across the team. All 3 sources can only be gained once per Mission.
Reaching the Event Point (EP) Threshold – Gaining 30 EPs for the first time will reward 1 Pledge Mark.
Looting your first Hunter – Only the first Hunter looted will give 1 Pledge Mark. All Hunter loots after this will only give Event Points.
Banishing your first Boss Target or Wild Target – Only the first Banish will give 1 Pledge Mark. Banishing the second Target will only give Event Points.
Becoming the Soul Survivor will give 1 Pledge Mark to the surviving Hunter.
Pact Traits
Similar to previous Events, there are special Pact-specific Traits that can be gained at Supply Points in the world.
At Supply Points, you will find Pledge Boxes. You can use these to pledge to one of the three Pacts. This Event, your Hunter will get their Trait the moment they pledge to their Pact. This also means that unlike previous Events, these Traits will not cost any Pledge Marks.
In addition to this, every Pact has two Traits that will get a new Conditional Trait Effect that only activates if your Hunter is pledged to the related Pact.
The Wilderness Pact
Restore, revive, revenge: The Wilderness Pact preserves the mountains' integrity and punishes those who corrupt it.
Wilderness Traits make your Hunter more mobile and equipped for exploration.
The Wilderness Pact Trait
Surefoot (new): You can sprint while using First Aid Kits and Consumable Shots, and also while priming Throwables.
Conditional Trait Effects
Beastface: You will not be noticed at all by wildlife, and you will not break branches.
Frontiersman: Get an extra Pledge Mark for the first 30 Event Points collected in a Mission.
The Lawful Pact
The chain of command: The Lawful Pact seeks to establish their authority over the new territory.
Lawful Traits will keep you stocked during intense PvP fights.
The Lawful Pact Trait
Peacekeeper: Looting a Hunter will restore one Health Chunk.
Developer Note:
The previous version of Peacekeeper was very strong, allowing players to regain Health Chunks as well as revive red-skulled teammates. Removing the red-skull revive mechanic looks to balance out this Trait to bring it in line with others.
Additionally, it was seen that Peacekeeper was abused previously, where two co-operating parties could kill each other and revive ad infinitum using this mechanic to farm experience and Hunt Dollars. To prevent this, the Peacekeeper effect will only activate once per looted player, meaning that a player cannot down and loot the same player again and again to continue receiving the benefits.
Conditional Trait Effects:
Packmule: Receive some ammo for all ammo pools when looting a Hunter.
Vigilant: Doubles the highlighted range in Dark Sight.
The Demented Pact
Nurturing the Corruption: The Demented Pact cradle the Corruption in its new home, Mammon's Gulch. Demented Traits prepare your Hunter for close quarters combat and hunting Targets.
The Demented Pact Trait:
Berserker: All melee attacks do 100% more damage
Conditional Trait Effects:
Adrenaline: When you enter critical health, you will receive a short speed boost.
Ghoul: Damaging Boss Targets or Wild Targets restores a small amount of health.
Adrenaline has also seen a general rework that was explained in detail in the “Traits Balance Changes” section earlier in the patch notes.
Event Point Sources
Event Points can be earned by doing various in-game activities as well as completing daily and weekly tasks. The full list of Event Point sources is as follows:
In-game Activities
Obtain the Bounty Token from the Sealed Hoard – 100 EPs
Extract with at least one Bounty – 30 EPs
Become the Soul Survivor – 30 EPs
Investigate the Master Clue in the Sealed Hoard – 30 EPs
This is the second part of the update patch notes for Hunt: Showdown 1896. Part 1 can be located here.
Necromancer Trait Changes
Necromancer now is a Burn Trait that can be bought in the Traits menu for Upgrade Points to allow for easy replenishment after using it in the last mission.
It is only possible to carry a single instance of Necromancer on a Hunter at any given time, and it will be consumed upon successful use as expected for any Burn Trait.
Necromancer no longer drains health when attempting to revive a downed teammate.
Solo Hunters will receive a Restoration when self-reviving, giving them back all Health Chunks and full health as they stand back up.
The time until Solos can self-revive has been reduced from 10 seconds to 5, making it much more likely they can use their one chance to escape or turn the tide effectively.
New Wildlife and Livestock
Bats
Throughout Mammon’s Gulch caves entrances and dark corners, you will be able to find a new animal: bats.
Bats spawn together in a colony and act quite similarly to our birds.
Bats get suspicious when Hunters are nearby, taking off into the sky once a player gets too close or makes a lot of noise.
The Beastface Trait reduces the chance to alert them.
If a Hunter sneaks underneath a colony of bats carefully, they will be able to pass by without spooking them.
Cows
Throughout Mammon’s Gulch you will be able to find another new animal: cows.
Cows act similarly to our existing horses. Be careful not to alert them, or risk drawing unnecessary attention.
Cows get triggered when Hunters are near them or make a lot of noise nearby.
The Beastface Trait reduces the chance to alert them.
Cows can be put out of their misery easily with even low-powered weapons, but headshots of course work best.
Some cows wear bells that make additional noise when the animal is startled.
Fall Damage Rework
Falls should now feel more consistent and forgiving in terms of damage.
The Kiteskin Trait now significantly reduces fall damage instead of halving it.
Environmental fall damage reductions are now the same as our Kiteskin damage reduction.
If your Hunter does not have the Kiteskin Trait, look for some hay bales or water to soften your fall.
Developer Note:
This rework should help in traversing the treacherous terrain of Mammon’s Gulch. This new environment features steeper terrain that created some issues for our old system. The rework should address these issues and make moving across a more vertical landscape a lot easier.
Overhead Team Indicators
The icons placed above players have been updated and improved:
Indicators will appear on the radar.
Indicators will appear above downed or dead teammates.
Indicators will appear for teammates and your own Hunter while in Beetle View.
Indicators will appear above Beetles being used by teammates.
Beetles will appear on the map.
Indicators are no longer reflected by water, which often lead to strange visual effects.
Further “Rule of Two” Changes
In line with our initiative to remove the “Rule of Two” from more and more interactions, we have removed it from all remaining interactable items and completed the process as of this update. This means that:
In-game interactions are no longer restricted to just two interactions per source.
Supply points, arsenals, saddlebags, Tool Boxes, and ammo boxes of all varieties found in the world will always offer you their rewards.
Medical supplies will always allow a player to heal once.
Corpses can always be looted, unless they’ve been burned.
Developer Note:
Since this change affects how many players can loot downed Hunters, the existing version of the Vulture Trait has been made obsolete. We have reworked the functionality of Vulture as a result, with the full details listed under “Trait Balance Changes,” which appears further below. We have also adjusted the amount of Ammo/Item boxes available in the world, to account for the overall increase of chances to resupply from every box you’re able to find.
Door Changes
Balancing Changes
Decreased the number of Heavy Slash and Heavy Blunt attacks required to destroy doors.
Increased the number of Stab, Slash, and Weak Blunt attacks required to destroy doors.
Increased Incendiary Ammo damage against doors.
Reduced FMJ Ammo and Spitzer Ammo damage against doors, as they are more likely to penetrate them.
Increased Shotgun damage against doors.
Visual Improvements
Doors and window shutters received a visual update. When destroyed, they will now spawn some debris instead of disappearing.
AI Audio Stimuli
We have made a pass on the distance in which different sounds trigger AI monsters as well as how they interact with each other.
Overall, the distance an AI reacts to any sound should better align with the distance players can hear through the audio.
More items in the world that make a noticeable sound will now also alert nearby AI monsters when used.
Certain sound traps can now more easily trigger each other when one gets activated by a player action, resulting in a domino effect if you are not cautious enough.
Twigs have been tuned up and are a lot riskier to step on, alerting nearby AI monsters and sound traps in the world more easily.
Trait Changes
Scarce and Burn Traits
We are introducing a new type of trait: Scarce Traits.
Scarce Traits are Traits that can exclusively be found in the world, either randomly or as a drop from a Meathead, Scrapbeak, or the Hellborn, our new Wild Target.
Scarce Traits can be identified by their dark blue glowing Trait Spur appearance.
A Trait can be a Scarce Trait and a Burn Trait at the same time.
Shadow, which is now a Scarce Trait, is rare to find, but once you find it, it will stay with your Hunter until they perish like any other Burn Trait.
We are changing the way Burn Traits work, bringing more clarity and options to Trait selection.
Burn Traits are no longer exclusively found in-Mission.
Burn Traits will only be removed upon use.
Necromancer, which is now a Burn Trait, is available to buy for Upgrade Points.
Burn Traits will no longer always stack; their limit is defined individually per Trait. Some, like Necromancer and Death Cheat, can only be carried once, while others allow multiple instances to be carried/stacked on the same Hunter.
New Trait Additions
Two Traits from previous Events will return in this update to become part of the standard Trait pool:
Witness
Regular Trait
While in Dark Sight, dead Hunters and monsters are visible, and health restoration is marginally increased when close. Also highlighted in Beetle View.
Cost: 5 Upgrade Points
Shadow Leap
Scarce Trait
Using Dark Sight, channel a monster within range to jump to its location and kill it instantly. Excludes Targets. (50m)
Note: We’ve removed the ability to use Shadow Leap on Meatheads.
Trait Balance Changes
We are also doing some changes to existing Traits:
Shadow
Shadow is now a Scarce Trait, preventing it from burning away upon getting downed.
Death Cheat
A Hunter can now only have 1 stack of Death Cheat.
You will have to burn your single instance before you’re able to pick up a new one.
Vulture
As we mentioned before, the removal of the ‘Rule of Two’ meant that the Vulture Trait lost its original purpose.
Vulture now always rewards some Hunt Dollars when looting a Hunter.
Going along with this change, the price for Vulture has been reduced to cost 2 Upgrade Points instead of 3.
Adrenaline
Adrenaline has undergone a rework, giving the player a Stamina boost for a short time when entering critical health.
This boost is capped at a max limit and cannot be stacked.
The Trait description now reads: “When you enter critical health, you will receive a small Stamina boost.”
Added Shadow, Shadow Leap, Relentless, and Rampage to the list of random Trait rewards Hunters can acquire from closing Rifts in Soul Survivor.
Meta
Arsenal Price Changes
Weapon Prices
The Berthier 1892 has been reduced from $356 to $330
The Drilling Shorty has been reduced from $430 to $330
The Krag has been reduced from $376 to $345
The Mosin-Nagant has increased from $490 to $620
The Vetterli 71 Cyclone has been reduced from $535 to $280
Scope Attachment Prices
Scope attachment prices have been streamlined and now make up a percentage of the base weapon costs.
This should result in more consistent, and in some cases, significant reductions in costs compared to before.
These changes also consider that scopes are harder to use with the introduction of ballistic bullet drop, where players must now adjust their aim based on distance.
Trait Unlock Changes
Witness – Unlocked at Bloodline Rank 44.
Vigilant – Unlock requirement has been moved from Bloodline Rank 44 to Rank 36.
Weapon Charm Changes
Charms can now only be equipped to a single weapon at a time.
Hunter & Item Rarities
We’ve assigned rarity levels to all cosmetic items—Hunters, Weapons, Tools, Consumables, and Charms. Rarities have been applied retroactively.
Rarity definitions have been updated. Cosmetic rarities are defined by the degree of variation from the default item model, theming, and exclusivity. The following rarities are available:
Common (Default item model)
Uncommon
Rare
Epic
Legendary
Mythic
Mythic rarity applies to time-sensitive unlocks or purchases that will not return for unlock or sale.
Blood Bond prices for cosmetic items have been adjusted depending on rarity. Additionally, BB prices have been reduced overall.
Rarity tags and color-coding have been added to cosmetic items to indicate rarity level.
Developer Note:
By adding rarities to all cosmetics, we hope to better reflect the actual quality and value of our Skins. Our updated prices are tied to rarities, which should make pricing fairer and more transparent, as well as set clear standards for the quality of each rarity.
Hunter & Recruitment Changes
The presentation of Bounty Hunt recruits has been completely revised. Hunters can now be recruited via:
Recruit Free Hunter tab- Allows players to recruit a Free Hunter, with pre-assigned contraband loadout and one randomized Trait.
Free Hunters are now the only pre-equipped Bounty Hunt Recruits and are always available, regardless of a player’s Bloodline Rank or Hunt Dollar balance.
Free Hunters are always represented by the same four different character models (two male and two female) and draw from a very limited pool of equipment.
Free Hunters can no longer be reshuffled manually, but are automatically reshuffled after each Mission.
One of them always comes with the same fixed equipment. The equipment of the other three can vary slightly, but there will always be a basic rifle and shotgun option available.
Recruit Hunter tab - Allows players to recruit a Hunter for 100 Hunt Dollars, without a loadout but with pre-assigned randomized Traits. This is where players recruit all Hunters unlocked via progression or a store purchase, as well as those gained through DLC, Twitch Drops, and Dark Tribute Hunters.
19 Hunters can now be unlocked via Bloodline and Prestige progression.
Hunters unlocked via the Bloodline are Prestige-persistent.
Multi-stage Hunters (Viper, Frau Perchta, Scourge, Union Suit, and Corvid) have been split into separate Hunters.
Most former Tier 2 and 3 recruitable Hunters will not be available in the 2.0 update, but will be added in the future. More details to come.
Soul Survivor
The number of selectable Soul Survivor Hunters has been reduced from five to four, and they now always share the same four character models as the Free Hunters, regardless of a player’s Bloodline Rank.
Soul Survivors are now automatically added to the Roster. If no regular free slot is available, one is temporarily created for the Soul Survivor Hunter. The slot is removed again once the respective Soul Survivor dies; in other words, it cannot be used for other recruits.
Developer Note:
These changes are the first part of an initiative to revamp recruitment. Our goal is to give Hunters more defined identities, as well as adding more interest to Hunter, Bloodline, and Prestige progressions.
Bloodline Progression Rewards
New Bloodline cosmetic rewards have been added. The rewards will unlock retroactively for any players who have already reached the required Rank.
The full list of Bloodline cosmetic rewards is as follows:
Rank 1: Hunters – Oliver Whitman: Rookie and Jane Eddings: Rookie
Prestige Rank 55: Skin – The Last Resort (LetMat Mark II)
Prestige Rank 60: Hunter – Ricky Leeds
Prestige Rank 65: Random Blood Bond item or Hunter
Prestige Rank 70: Random Blood Bond item or Hunter
Prestige Rank 75: Random Blood Bond item or Hunter
Prestige Rank 80: Hunter – Thaddeus Sumner
Prestige Rank 85: Random Blood Bond item or Hunter
Prestige Rank 90: Random Blood Bond item or Hunter
Prestige Rank 95: Random Blood Bond item or Hunter
Prestige Rank 100: Hunter – John Victor and Skin – The Centenary (Mosin-Nagant M1891)
Blood Bonds & Storefront
Black Market (Retired)
While the Black Market provided some interesting alternatives to acquire deeply discounted cosmetics, it has been found to be too confusing and more of a bother than a quality feature. In its place, we plan on putting more items on discount through the direct Store page, which can be more easily found by filtering for discounts without the gate of a sequential list.
Loadout Presets
The maximum number of loadout slots has been raised from 10 to 15. The purchase price for a loadout slot is always 100 Blood Bonds.
New players will now find predefined loadout suggestions in their 3 free default slots, instead of the slots being empty. This will allow them to either purchase quality loadouts for different playstyles right away, or modify them further to their wishes.
New Blood Bond Content
Hunter – Grotesque: Gouge (900 BBs)
Hunter – Grotesque: Shank (900 BBs)
Hunter – Tonya Wegman (400 BBs)
Hunter – Justin Pierce (300 BBs)
Hunter – Marian Lee (300 BBs)
Hunter – Leo Nunez (400 BBs)
Vetterli 71 Cyclone – Barbed Absolution (700 BBs)
Conversion Chain Pistol – Rattling Rage (600 BBs)
Dusters – Rusted Frenzy (500 BBs)
Manual, Book of Weapons, and Book of Monsters
As we transition to our new and updated UI, all books have been removed from the game.
Replacement systems for progress tracking or rewards related to weapons and monsters are being worked on, but won’t be ready until a future update.
In this context, all references to the books have also been removed. These include, among others:
[Corresponding loading screens.
Corresponding Accolades.
Corresponding links from the Tutorial.
Achievement and Trophy Modifications
The conditions of the following Achievements and Trophies have been modified:
“Sightseeing in the South: Visit every Lawson Delta location in one Mission” has been modified to “Exploration Tour: Visit every location on any map in one Mission.”
To unlock it, all 16 locations must be visited during a Mission.
“Swamp Tourist: Visit every Stillwater Bayou location in one Mission” has been modified to “Supply Tour: Visit every Supply Point on any map in one Mission.”
To unlock it, all 4 Supply Points must be visited during a Mission.
“Weapons Bibliophage: Unlock 50 entries in the Book of Weapons” has been modified to “Weapons Expert: Unlock any 50 pieces of gear.”
To unlock it, any 50 pieces of gear must be unlocked. Gear that is already available at Bloodline Rank 1 does not count.
“Monstrous Bibliophile: Unlock 25 entries in the Book of Monsters” has been removed. Previously, the corresponding tasks that had to be completed to unlock the achievement were continuously communicated in the Book of Monsters. By removing the book, this information is no longer available. To avoid frustration over which tasks still need to be completed, we decided to remove this achievement entirely.
The following Achievements and Trophies now support progression tracking:
Convalescent Home – Retire 25 Hunters
Master Headhunter – Recruit 100 Hunters
In the Footsteps of Flaxman Low – Investigate 250 Clues
Sealed and Secured – Close 250 Rifts in Soul Survivor
On the Nose – Kill 150 monsters with headshots
Deadeye – Kill 100 enemy Hunters with headshots
Regards from John L. Sullivan – Kill 150 Grunts with the Dusters
Battering Ram – Break 50 doors
Louisiana Fried Chicken – Burn 50 chicken coops
Weapons Expert – Unlock any 50 pieces of gear
Audio
3D Audio
We have implemented 3D Audio Pipeline, which supports object-based audio both binaurally and with compatible home theater setups. Developer Note:
With Update 2.0, players can now use alternative 3D Audio home theater and binaural endpoints to experience Hunt’s audio world based on their own preference and platform capabilities. Players now have the option to deactivate CrySpatial in the Audio Settings of the game and activate alternative 3D Audio solutions in their Windows or console settings, if preferred. CrySpatial has also been carefully refined for enhanced spatial awareness, while remaining true to the signature binaural sound of Hunt: Showdown 1986.
Audio Mixing
We’ve carefully refined Hunt’s audio mix to improve readability, consistency, and immersion.
Developer Note:
Alongside implementing the new 3D Audio pipeline, we have taken the opportunity to tweak the general mix of the game to feel more consistent. Overall, Weapons should sound tighter and more powerful, and monsters are slightly quieter near the player.
On top of that, we compared all Tools, items, and player actions, rebalancing volumes as required. Overall, the goal was not to drastically interfere with Hunt’s established audio language, but instead to resolve inconsistencies.
Noteworthy audio mixing changes:
Tweaked gunshot volume based on ammo type (e.g. Long Ammo weapons will sound slightly louder compared to Medium Ammo and Compact Ammo weapons).
Reduced audible range for the Quad Derringer (From roughly 300m to around 150m).
Reduced the volume of the Hive’s swarm and increased the volume of the Hive’s attack scream.
Increased volume of elevator interaction and movement loop.
Increased audible range and decreased volume of interaction sound for the Remedy, Necromancer, and Serpent Traits. This ensures more consistent and expected behavior while still allowing these Traits to be used stealthily.
Slightly reduced volume on all sounds close to the player (below 5m).
Filtering on enemy and teammate gunfire over distance has been reworked to improve readability. Gunshots now have almost no filtering between 0-30m. Some light filtering is introduced between 30-70m. Stronger filtering comes in at distances beyond 70m. This will ensure better readability on gunshots in close range fights while maintaining a clear distinction between close and distant gunshots.
Various mixing changes on Scrapbeak, reducing overall volume and slightly turning down his intensity, while still keeping his iconic audio design intact. He should still be louder than other Boss Targets, but not THAT much louder…
True Speed of Sound
All far-reaching environmental sounds, gunfire, and explosions are now delayed by a defined speed of sound over distance. (c = 343m/s) to bring additional immersion and consistency to the overall audio experience.
Developer Note:
Supporting more realistic projectile behavior, we have implemented a true speed of sound delay on gunshots, explosions, and other long-distance sounds. Depending on the projectile speed, players can now hear the impact of a bullet before the actual gunshot. Together with the newly designed gunshot reflection system (explained below), players can use this information to pinpoint enemy Hunter positions.
Gunshot Echo System
Gunshot and explosion audio now reflects and echoes off large environmental structures (e.g. mountains) to create a more immersive soundscape.
The Speed of Sound applies to this system too, considering the distance between gunshot, reflection point, and player.
Reworked the music system, featuring new versions of existing tracks for onboarding, matchmaking, and the loading screens.
Animation
General Animation Improvements
Improved the animation quality of the Specter 1882 for the pump-action and reload.
Improved the animation quality of the Vetterli 71.
Reworked the animation style for a better feel.
Improved recoil and dry fire animations.
Improved the animation quality of the Auto-5.
Improved inspect animation.
Improved physics and weight in animations for the Mosin-Nagant.
Developer Note: This change also improved the iron eye animation of the weapon to be more in line with other bolt-action rifles.
Polished animations for world weapons (Sledgehammer, Axe, Pitchfork, and Shovel).
Polished animations for the Springfield 1866.
Polished camera movement on the reload animation of the Dolch.
Improved dry fire animations for Frontier 73C, Ranger 73, and Vandal 73C.
Improved the equip animation in 3rd person for syringes.
Fixed a lot of small animation issues on various equipment.
AI
New Wild Target: Hellborn
An amalgam of fire and flesh, a new Wild Target prowls the pines: the Hellborn. Hunters can hear the Hellborn’s call in Dark Sight to track it. When the Hellborn is angered, its enraged howls will attract the attention of Hunters across the Gulch. Killing it triggers a Restoration for your team and causes it to drop a single Bounty Token, as well as a Burn Trait. There is no Banish phase.
Rotjaw will not appear in Mammon’s Gulch.
UI
The Hunt UX/UI redesign aims to enhance the experience for all players on PC and console by improving accessibility and usability. This update creates a balanced UI and showcases the game's art, with a scalable framework for future features and content. It's a fresh start for Hunt, with steady improvements, new features, and content rolling out in the coming months. Originally designed for PC, the old UI didn't fully serve console players or meet PC players' needs. Through extensive research and testing, we've streamlined features and clarified the UI for a better overall experience.
General UI Improvements
Accessibility and Intuitiveness: Ensuring the UI is user-friendly across all platforms.
Console Player Support: Addressing long-standing issues specific to console players.
Scalable Framework: Creating a UI that can grow with new features and updates.
New UI Features
Hunter Recruitment: Simplified process with new and reworked Hunter skins.
Roster & Traits: New carousel and grid views for easier navigation and management.
Favorites and Filters: Quickly find and select your favorite Hunters, Traits, Gear, and Loadouts.
Actions Menu Fly-Out: Quick access to critical features, reducing clicks and button pushes.
Health Bar Respec: Improved system for easier configuration and use.
UI Goals
Enhance UI Accessibility: For both PC and console players.
Implement Community Feedback: Based on surveys and player engagement.
Streamline Navigation: Reducing complexity and improving intuitiveness.
Ongoing Improvements: Commitment to continuous updates and new features.
Scalable UI Framework: Facilitating the rollout of more high-quality features over time.
Features Being Removed
Questlines: Paused since last spring, now removed in favor of Events and Battle Passes.
Library: Monster and Weapon mastery tracking systems will be reworked.
Trials Mode: Low engagement has led to its removal, with rewards reallocated to other systems.
Black Market: Replaced by a more straightforward discount system in the store.
World
While we introduce Mammon’s Gulch, we have temporarily removed previous maps from this update to give players the opportunity to master a completely new environment. The old maps will be reintroduced in a reworked state in upcoming updates.
Engine & Tech
New Features:
DX12 Support
DLSS and FSR Support
HDR Support
Native 3D Audio Support
Graphics Preset Auto-detection
Game Modes
Trials & Free Exploration
Removed Trials and Free Exploration modes.
Trials cosmetic rewards have been reassigned to Prestige progression at Ranks 15, 35, 45 and 55.
Developer Note:
With this update, we are retiring the Trials Mode from Hunt: Showdown 1986. When it was released initially, the high difficulty caused frustration with some of our players. There were always more important topics on our agenda, which did the mode a disservice, and we'd like to apologize for that. By retiring Trials, we are repurposing the rewards in other places so you can still unlock them. Those who have earned the rewards already in Trials will keep them unlocked as well.
Bounty Hunt
Decreased the amount of in-world items across the map.
The number of Supply Points has been reduced from 5 to 4.
Shooting Range
Updated the Shooting Range with 1.16 and the Scorched Earth Event content to try out.
Added more weapons and variants to the different areas of the Shooting Range.
For controller and console updates as well as the list of bug fixes, head over here.
This is the third part of the update patch notes for Hunt: Showdown 1896. Part 1 can be located here, Part 2–here, and the Scorched Earth event description–here.
Controller Improvements
Many improvements and additions have been made to the controller experience, with a large focus on enhancing camera control.
Axial Deadzones
Diagonal inputs, which are less than the axial deadzone value, will now be returned to flat. This allows for minor vertical inputs to not interfere with each other, which is especially useful when trying to make a horizontal turn without changing your vertical aim.
Vertical Aim boost limit
When vertical inputs reach a certain angle, Aim Boost strength will gradually reduce to 0.
Improved curves
With the new engine and performance changes, the Exponential and Steady curves have been tweaked to get the best results.
Deadzones
With the new engine, we identified some issues resulting in deadzone values being incorrect. This has been corrected, and the minimum deadzones for stick inputs have been reduced to allow for much more precise input values at the very low end. Developer note:
Be careful when adjusting these settings, as very low values can be affected by stick drift due to hardware quality or degradation.
New defaults
The default input settings have been revised and now represent a much higher quality gameplay experience than before. Developer note:
Due to these changes, some settings will have been reset upon logging into the game. We recommend resetting all input settings to default before playing to ensure the best experience.
UI
Console
Simplified and minimalist UX/UI to accommodate console constraints.
Proven and tested UX/UI patterns that work across platforms.
Streamlined navigation and information architecture.
Contextual Actions Menu Tray for console players to access shortcuts and actions easily.
Enhanced visual impact to showcase Hunters, weapons, gear, and stats.
Intuitive mapping of the UX/UI to the d-pad and controller ergonomics.
Improved visual updated the Weapon Wheel.
Gunplay
Fixed an issue where picking up Throwing Spears was not always possible while moving.
Selected Charms will now also be properly displayed in Soul Survivor.
Fixed an issue where Spitzer Ammo would only penetrate a single body.
Fixed an issue where players were unable to loot decoys from ammo boxes if they had full ammo already.
Bullets will no longer be stuck in their animations for the Scottfield Swift when performing a vault while a reload animation was already playing.
Fixed an issue where sometimes, the swapping of ammo would mismatch with the displayed amount compared to what the player actually got.
Players can no longer shoot the Dolch pistol while sprinting.
Fixed small rendering jitters on weapons, especially while looking through scopes.
Fixed an issue where the ammo count on the HUD would not immediately update when chaining a single fire action with a rapid-fire action, such as while Fanning.
Fixed an issue where sticky items such as Throwing Knives were sometimes duplicated when they hit their target, enabling the player to retrieve two such items instead of one.
Gameplay
Fixed an issue where it was not always possible to interact with metal door wheels.
Fixed an animation issue where windows would show as closed for a single frame while playing the open animation.
Traits
Fixed an issue where the Adrenaline Trait would not always instantly recover Stamina when on low health.
Meta
Fixed an issue where placed items were sometimes de-synced between client and server, making it impossible to interact with them.
Fixed an issue where weapon sway was incorrect when aiming down sights right after landing from a fall.
Fixed some graphical issues where outlines were not always visible enough.
Fixed an issue in Soul Survivor where the player could pick up multiple Bear Traps without restrictions.
Fixed various issues where players were able to vault onto/into locations where they should not have been able to.
Any player movement will immediately stop when becoming disconnected, to prevent desyncs.
Fixed an issue where the first spectated player was not always the one who initially killed you.
Fixed an issue where unlocking a Blueprint would sometimes show multiple notification messages.
Players are no longer revived with very low HP after bleeding out from a Bear Trap.
AI
General
Made some minor improvements to avoid AI blocking each other.
Fixed various navigation issues with AI that could get them stuck.
Grunts
Made some improvements to reduce the chance of Lantern Grunts dropping their Lanterns in unreachable places.
Meathead
Fixed some minor animation glitches that would sometimes happen when killed while being staggered.
Fixed an issue where players jumping on Meatheads would sometimes launch the player high up in the air.
Hive
Hives will not spawn Hive Swarms if they are inside a choke cloud.
Spider
Fixed an issue where the Spider’s bite attacks would not land while it was on walls or ceilings.
Spider will no longer stop its frenzy when all players leave the arena, bringing it in-line with the behavior of all the other Boss Targets.
Small adjustments to Spider’s behavior have been made to make it more consistent in its attacks and be less exploitable.
The Spider now has the chance to do a bite attack when not in a frenzy.
Fixed an audio issue where players could hear a 'land' sound effect when the Spider was not actually landing yet.
Assassin
Fixed an issue where the Assassin would sometimes be invulnerable to the effects of a Poison Bomb.
Fixed an issue where the Assassin would sometimes create clones on walls which could get stuck.
Animation
Various fixes implemented for small animation issues.
Other
Fixed an issue where using the Shadow Leap Trait against a Doctor Grunt would cause the dropped First Aid Kit to be damaged by the explosion.
Fixed render distance inconsistencies for lanterns above chicken coops and dog cages.
Fixed an issue where a Hunter could activate traps and sound traps (such as cans and glass) from below through thin floors.
Fixed an issue where a Hunter’s corpse could start sliding if killed while getting up after being revived.
We are mere days from the launch of Hunt: Showdown 1896, and as noted in July, Hunt: Showdown servers are going dark for 48 hours starting Tuesday, August 13th from 7pm CEST.
This means the game will be unavailable on any platform as we ready Mammon's Gulch for your much anticipated arrival.
Thank you for your understanding, patience and support as we enter into a whole new era of Hunt together on 15th August.
Twitch Drops are back to celebrate Hunt: Showdown 1896—our biggest launch ever! First, we want to thank our amazing community for supporting Hunt throughout the years. We couldn't have done this without you, and we hope you enjoy the new experience.
To get Hunt: Showdown 1896 off to a great start, why not watch your favorite streamers and get some new gear to help you in Mammon's Gulch? This Twitch Drops campaign will run between the August 16th (15:00 UTC) – August 23rd, 2024 (15:00 UTC), and we're bringing some fan favorites back again. If you missed out on any previous Drops, then now is the time to get watching.
Already own some of the gear? No problem—we've got another pool of rewards available for you!
Check out the rewards and schedule below.
August 16th (15:00 UTC) – August 17th, 2024 (15.00 UTC) Watch any participating Hunt: Showdown 1896 streamer for 240 mins to unlock Roe Stalker (Knife).
If you already own Roe Stalker (Knife), then one of the following rewards are up for grabs and will be given at random:
Sideshow Judge (Throwing Knives)
First Forge (Throwing Knives)
The Claw (Throwing Knives)
Reaper's Arm (Knife)
Knotted Spine (Knuckle Knife)
If you already have the above items unlocked, then you will be rewarded with 5,000 Hunt Dollars!
August 17th (15:00 UTC) – August 18th, 2024 (15:00 UTC)
Watch any participating Hunt: Showdown 1896 streamer for 240 mins to unlock Hera's Gift (Charm).
If you already own Hera's Gift (Charm), then one of the below rewards will be granted to you, at random:
Ferryman's Coin (Charm)
Nemean Claw (Charm)
Ruby's Favor (Charm)
Blood Bullet (Charm)
If you already have the above items unlocked, then you will be rewarded with 5,000 Hunt Dollars!
August 18th (15:00 UTC) – August 19th, 2024 (15:00 UTC) Watch any participating Hunt: Showdown 1896 streamer for 240 mins to unlock Alley Cat (Bornheim No. 3).
If you already own Alley Cat (Bornheim No. 3), then one of the below rewards will be granted to you, at random:
The Pearl (Conversion)
Silent Sting (Bornheim No. 3 Silencer)
Widower (Conversion Chain Pistol)
Intrinsic Sin (Uppercut)
Bad Blood (Dolch 96)
If you already have the above items unlocked, then you will be rewarded with 5,000 Hunt Dollars!
August 19th (15:00 UTC) – August 20th, 2024 (15:00 UTC) Watch any participating Hunt: Showdown 1896 streamer for 240 mins to unlock Moondial (Charm).
If you already own Moondial (Charm), then one of the below rewards will be granted to you, at random:
Ferryman's Coin (Charm)
Nemean Claw (Charm)
Ruby's Favor (Charm)
Blood Bullet (Charm)
If you already have the above items unlocked, then you will be rewarded with 5,000 Hunt Dollars!
August 20th (15:00 UTC) – August 21st, 2024 (15:00 UTC) Watch any participating Hunt: Showdown 1896 streamer for 240 mins to unlock Storied Past (Quad Derringer).
If you already own Storied Past (Quad Derringer), then one of the below rewards will be granted to you, at random:
Honor Shredder (Concertina Trip Mines)
Revelation (Quad Derringer)
Ash Bound (Choke Bombs)
Death's Beacon (Flare Pistol)
Rising Sun (Flare Pistol)
If you already have the above items unlocked, then you will be rewarded with 5,000 Hunt Dollars!
August 21st (15:00 UTC) – August 22nd, 2024 (15:00 UTC) Watch any participating Hunt: Showdown 1896 streamer for 240 mins to unlock Swallow's Tail (Centennial).
If you already own Swallow's Tail (Centennial), then one of the below rewards will be granted to you, at random:
Pioneer's Blood (Vetterli 71)
Calamity Jane (Centennial)
The Redmartin (Ranger 73)
Augusta (Frontier 73C)
Altar Boy (Lebel 1886)
If you already have the above items unlocked, then you will be rewarded with 5,000 Hunt Dollars!
August 22nd (15:00 UTC) – August 23rd, 2024 (15:00 UTC) Watch any participating Hunt: Showdown 1896 streamer for 240 mins to permanently unlock a Random Hunter. The following previous Twitch Drops Hunters will have priority:
Lulu
Kill Buyer
Billy Story
Steel Eyed
The Infected
Umpire's Bane
If you already own all previous Twitch Drops Hunters, then you will unlock a Random Hunter from the list of Blood Bond Hunters. There is also a very small chance you will unlock Bad Hand.
If you already own all the Blood Bond Hunters, then you will be rewarded with 10,000 Hunt Dollars!
Supply Crates
Supply Crates are bundles of rewards that players can earn every day during Twitch Drops. They contain in-game item instances such as Weapons, Tools, Consumables, and a random amount of Hunt Dollars.
Watch any participating Hunt: Showdown 1896 streamer for 60 mins to unlock one Supply Crate. A maximum of 3 crates can be earned per day. Like the other rewards, the reward day will change over at 15:00 UTC.
For details about how to set up your account as well as other frequently asked questions, check out our FAQ page here.
Thanks again for being a part of this incredible journey, we hope you enjoy the brand-new Hunt: Showdown 1896 experience!
Mammon's Gulch was torn asunder as men did what men do in order to fill their pockets. Due to rampant greed, we cut and took from a wound left to fester.
From the infection, something began to rise, a fever so rampant it set the ground itself alight with hatred. Bestial screams filled the horizon as the Hellborn burst forth in anger. Nature's revenge? Or something far darker...
To celebrate, not only the launch of 1896, but to also thank our amazing community for all the patience and support during this transition period, we're giving away another round of goods, starting August 16th over on Twitch.
Join us, and your favorite Hunt content creators, while we journey into the mountains and see if you can't strike gold!