Folge dem Video um zu sehen, wie unsere Website als Web-App auf dem Startbildschirm installiert werden kann.
Anmerkung: Diese Funktion ist in einigen Browsern möglicherweise nicht verfügbar.
Echt? Ich dachte der Reiz ist PVP an dem Spiel? Das man zwar das Bossmonster finden muss, es aber auch andere Spieler versuchen und man den Loot sicher wegbringen muss?Die meisten spielen doch PVE?
Habs mir mal bei GMG für 23,99 geholt
Kein Geld und keine XP 



Mein Eindruck nach ein paar Runden gestern Abend:
Contra:
- die Waffen- und Zielsteuerung ist unglaublich schwammig und unpräzise
- das Spiel ist SEHR dunkel, soweit, dass man ohne Taschenlampe teils überhaupt nichts sehen kann -> Taschenlampe muss man aber mühsam vorab im Menü kaufen und ausrüsten, sonst "dumm gelaufen" -> sollte Standard-Ausrüstung für jeden sein
- Spielmechanik beißt sich mit der Spielwelt -> man rennt eigentlich nur schnellstmöglich zu Hinweis X auf der Karte und ignoriert so ziemlich jeden NPC-Zombie oder sonstige Ortschaften, sammelt Hinweis X ein und rennt über die Map zum nächsten
- NPC-Zombies erfüllen demnach irgendwie keinen Zweck -> kein Loot, sehr wenig XP, stattdessen nur Störfaktor bzw. Munition-Verschwendung zzgl. unnötig generierter Aufmerksamkeit
- der Bounty-Hunt (quasi der NPC-Boss auf der Map und Ziel der Runde) kann ziemlich frustrierend sein, da "first come first serve" nicht belohnt, sondern meist eher bestraft wird -> man kloppt mühselig auf den Boss ein und wird fast immer von einem später eintreffenden gegnerischen Team überrumpelt, das entsprechend alles abstaubt
- der Raum-orientierte Sprachchat (man kann sich nur hören, wenn man zusammen bleibt) untereinander ist eine nette Idee, in Zeiten von Teamspeak, Discord und Party-Chats aber hoffnungslos überholt -> man hat quasi nur Nachteile gegenüber Teams, die auf externe Kommunikation zurückgreifen und sich über die gesamte Map hinweg koordinieren können

- kein Charakter-Progress -> man "kauft" zu Beginn jeder Runde immer einen zufällig generierten Charakter, der für immer weg ist, wenn man stirbt und nicht sonderlich individuell modifizierbar ist -> fehlende Motivation und keinerlei Identitätsaufbau zu "seinem" Charakter

Hunters, we want to take this opportunity to thank you all for your support and your patience during our first week of Early Access. We know that some of you have lost hunters and equipment due to the connectivity issues and are aware that this has caused some frustration. These issues have been caused by a backend slowdown over time, something we have been working on day and night to resolve as quickly as possible.
As a result of this, errors such as 0x107D1 (matchmaking issues with friends), 0x30001 (no connection to backend), and 0x10010 (last request to backend timed out) have been encountered by many of you. We understand the impact of these issues and are sorry for any inconvenience it has caused. Once we have the connectivity issues resolved, we will look into compensation in the form of in-game currency.
Hotfix Highlights
- General bug & crash fixes - Implemented some fixes for the more commonly encountered bugs and crashes
- General backend fixes and improvements – In the coming weeks, we will be creating a developer blog to detail some of the changes we have made to improve and stabilize our backend
- Binaural Audio fix – Improvements made to the directional audio in-game
General Updates
Audio
- The game audio will now default to headphones when launched. We will be adding the option to change between headphones and speakers through the UI in the near future.
Bug fixes
Major bug/crash fixes
- Fixed a crash that was caused by unexpectedly leaving the game while loading into a match. This could also occur by pressing ALt+F4 during loading if the unresponsiveness of the loading screen was perceived as a game freeze.
- Fixed an issue that would cause you to spawn into a match with a broken loadout (no weapons, 1 bar of health). This was being caused by a slowdown on the backend. The game will now perform a check to see if your equipment/bloodline are in sync, and if not, you will be kicked back to the main menu in order to preserve the hunter and equipment.
- Tentative fix put in place to prevent the error code 0x107D1 from occurring. This was caused by a slowdown on the backend as well as spamming the friend invite button.
General
- Fixed a bug that was causing in-game models to stretch when approached
- Fixed an issue that would cause the visual geometry of certain doors to not match its actual state (in some cases, doors that require a crank to open were not reacting as intended)
- Fixed a rendering issue which would cause a position offset for the chicken coops and dog kennels (the position was rendered offset from its actual position which caused confusion for some players)
- Fixed an issue that made it possible for your hunter to “jump on air” when the network latency was too high
- Fixed an issue that would cause the mouse cursor to become detached from the game after alt+tabbing
- Fixed an issue that would cause the lighting in game to “break” in some instances
- Fixed an issue that caused the gamma to not reset correctly when closing the game

We are happy to introduce the first content patch for Hunt: Showdown. Please note, this is a smaller content patch than that mentioned in our roadmap, so it has been designated Patch 0.5. Keep an eye out for updates relating to Patch 1.0 in the near future.
Bloodline
- Added details for the XP received when retiring a hunter
- Retiring a hunter at level 25 will now grant 2500XP to your bloodline. This scales up to 5000XP when retiring a hunter at level 50
- XP gates on the bloodline have now been lowered:
- Hunters will now also give less XP to the bloodline. This is to compensate for the higher XP gains that go directly to the bloodline when retiring a hunter, or continuing to play with a level 50 hunter
Bounty rewards
- Rebalanced some of the guaranteed bounty rewards
- Lowered the bounty reward for locating the targets lair from 50 to 25
- Added a bounty reward for killing the target: 50 bounty
With this change, we want to encourage players to commit more to fighting the boss instead of entering the lair, and then preparing an ambush around the area. This is one of many steps we will be taking to ensure that the engaging the boss is more rewarding than holding back and waiting.
l
User interface
- Visual update applied to the main menu background graphics to increase performance and improve framing for individual screens
- Visual changes made to the extraction timer (positioning, icons, etc.)
Weapons
- Increased Vetterli damage from 90 to 100
- Increased the price of the Caldwell Conversion Uppercut to $175
- Tweaked the damage falloff and distance markers for all bullet types:
- Compact ammo: Increased damage multiplier for ‘long range’ falloff and increased the ‘short range’ marker before decreasing damage
- Medium Ammo: Increased damage multiplier for ‘long range’ falloff and increased ‘mid range’ marker before decreasing ammo
- Long ammo: Increased short and mid range marker before decreasing damage
- Rebalanced the dusters, brawlers and fists:
- Damage for each of these has been slightly reduced but we have optimized the stamina consumption to allow for more successive strikes before running out
- These weapons are now better when encountering groups of enemies, while the knife with be better when taking out single targets quickly
Bug Fixes:
Audio fixes
- Fixed a bug that was causing footsteps while crouching to be louder than expected
- Fixed an issue that was causing a carryover of the Spider audio (the audio between indoors and outdoors should now be noticeably different)
Crash fixes
- Fixed a bug that could cause the game to crash on start up
- Fixed a potential crash that could occur when finding a match
- Fix a crash that could be caused by connecting or disconnecting a game pad
- Fixed a bug that could result in a server crashing relating to the AI systems in game
Major fixes
- Fixed an exploit that resulted in the ability to skip the time to bandage of the first aid kit
- Fixed a bug that would cause your weapon to show the visuals of firing but no damage was being dealt. This would occur if it was used right after throwing an item
- Fixed a bug that would result in your hunter dying while using an elevator
- Fixed a bug that would cause your hunter to desync/become displaced from the server when closing certain doors. The client will now correctly register your position in these instances
Minor fixes
- Fixed an issue with the proxies of the horses at the extraction points that prevented you from shooting other players that appeared to be exposed
- Fixed a bug that would cause the lobby chat to display the chat from other teams
- Fixed a bug that was causing the summary screen to continue to visually update even after reaching max level
- Fixed an issue that would cause the map to display when typing in the text chat. Now, pressing the ‘map’ key will no longer result in the map being displayed
- Fixed a bug that would cause the “waiting for players” banner to persist for the duration of the match
CRYENGINE V is proven in AAA production - our latest rendering and game design features are at your disposal, skillfully brought to life by our talented in-house game developers; shown at the example of Hunt: Showdown.
This round of fixes is designed to address most of the severe performance issues that have been reported, with a specific focus on stalling and stuttering as well as optimizing heavy CPU and RAM usage by Hunt. Our goal with this update is to improve the overall performance for everyone, before working on optimizations aimed at increasing the framerate across the board. Some users may experience a jump in framerate, while some may see only minor increases. Everyone should encounter a more stable and stutter free gameplay experience.
We will continue to work on performance as we move forward as well as providing additional support for performance tweaking later down the line.
We want to extend our thanks to you all for your patience and support as we worked to resolve these issues. Thank you!
CPU optimization and utilization
- Optimized a number of CPU heavy processes within the game that would lead to Hunt being CPU bound (especially on lower end hardware)
- Optimized rendering cost when particle effects are filling the screen space
- Optimized off-screen particle updates in most cases
- Optimized interior lighting volumes significantly
- Optimized a number of expensive engine calls (e.g GetWaterLevel)
- Reduced particle overdraw when many large particles in view
- First round of optimizations on CPU job manager (improves efficiency of thread queues)
Memory optimization
- Reduced Hunt’s overall memory footprint
- Enabled animation DB streaming to reduce memory usage
- Improved object streaming to reduce memory usage
- Fixed a memory leak in the AI proximity grid
- Reduced memory usage in various Hunt subsystems
Server/Backend
- Improved dedicated server allocation manager to be more reliable, especially if back end slows down
- Upgraded backend technology to pave the way for further improvements to debugging user reported issues (slow response times etc)
Bug fixes
Developer note: In this section we will be using the word “stall” a lot. In these cases, this term is being used to describe one of 3 possibilities – micro stuttering (small freezes that do not crash the client), frame drops and spikes
- Fixed a stall when using lanterns for the first time (slight micro stutter when picking up the lantern)
- Fixed a stall that could occur when using dark sight for the first time after loading into the match
- Fixed a stall that occurred when aiming fuses at the sky
- Fixed a number of stalls that could occur due to some shaders being loaded during gameplay. This was especially noticeable when aiming down sights
- Fixed a stall that could occur when the banishing phase completed
- Fixed a number of invalid file accesses during gameplay which was resulting in some stalls
- Reduced stalls that could occur with cloth simulation on hunter clothing
- Fixed a number of uncached resources
- Fixed a deprecated asset that could cause the game to freeze at Stillwater Bend (or as it has been affectionately called by the community “Crashwater Bend”)
- Fixed a bug that would cause the Depth of field to be triggered when others in the match were aiming
- Partial fix implemented for some objects not rendering correctly (e.g. large amounts of vegetation missing at the start of the match)
We are happy to announce the first big Hunt: Showdown Early Access content update. This patch introduces new features and equipment, as well as changes to the game and a number of bug fixes.
Additional rewards for target banishment
Changes to banishing and PvE rewards should increase the incentive to take on the bosses instead of camping while somebody else does the dirty work. A completed banishing will now fully restore your health, and give your Hunter additional health chunks (if your Hunter has room on their health bar). Additionally, killing, banishing, and extracting with at least one bounty token from a target now provides a post-mission bonus of 25 bounty, called Clean Sweep.
Bloodline screen refactoring
We have improved the Bloodline screen to better see your overall progress and how much you need to play for the next rank-up, where the Tier gates for unlocking new types of recruits are, recent and upcoming equipment unlocks, and a summary of your last match and its highlights. We have also made it easier to understand when you have unspent points or new gear to check out.
Clue defender
AI will now spawn randomly and much closer around clue positions to provide an additional challenge when tracking clues.
Developer note: AI may spawn around the clue locations, and the combinations of AI will be randomized. It's also possible for audio traps such as raven flocks to spawn nearby in some cases.
Fall damage
Hunters will now take damage when jumping/falling from high walls, ledges, and rooftops.
Hunters will take fatal damage when falling too far (for example, from church towers or high roofs).
Increased bounty rewards for killing the boss & solo team rewards
As a team you will now receive 100 bounty for killing the boss (previously 50 bounty). We have also made changes to the solo rewards based on feedback from the community. Solo hunters will now received 200 bounty for killing the boss. These rewards are guaranteed even if you lose your hunter after taking down the boss.
Inventory system refactoring
Weapons are now categorized as large, medium, or small and have been redistributed across these three categories. By default, Hunters only have one large and one small weapon slot. If a Hunter equips a medium weapon in their first slot, the second slot will upgrade from small to medium.
Map readability
Compound layouts have been changed to make boss arenas harder to successfully camp and provide more defensive options for players who take out a target. Some spawn areas have also been adjusted to provide cover and reduce your chances of being seen at the mission start.
New arsenal
With this update we are adding three sniper scope attachments across five sniper rifle variants of existing weapons, as well as two consumables, and one tool:
- Mosin-Nagant M1891 Sniper (rifle with long scope)
- Nagant M1895 Deadeye (pistol with short scope)
- Sparks LRR Sniper (rifle with long scope)
- Vetterli 71 Deadeye (rifle with short scope)
- Winfield 1873 Marksman (rifle with medium scope)
- Updated Mosin-Nagant M1891 model
- Updated Mosin-Nagant M1891 Obrez model
- Updated Mosin-Nagant M1891 Bayonet model
- Flash Bomb (blinding flashbang)
- Poison Bomb (creates a cloud of poison gas which causes damage over time, similar to the spider’s poison attack)
- Spyglass (tool)
New Traits
With this update, we are also adding 12 Traits:
- Bulletgrubber (replaces Pump Jockey trait): You can reload mid-clip without losing the chambered bullet on certain weapons
- Bulwark: Reduce the damage from explosions by 20%.
- Deadeye Scopesmith: Remain in scope view after firing a shot while using any weapon with a short scope (Deadeye variants)
- Iron Sharpshooter: Remain in iron sights after firing a shot while using bolt-action rifles
- Iron Devastator: Remain in iron sights between shots using shotguns
- Kiteskin: Reduce damage from falling by 50%
- Marksman Scopesmith: Remain in scope view after firing a shot while using any weapon with a medium scope (Marksman variants)
- Sniper Scopesmith: Remain in scope view after firing a shot while using any weapon with a long scope (Sniper variants)
- Resilience: Get revived with one full health chunk
- Steady Aim: Sway settles over 12 seconds with scoped rifles
- Steady Hand: Sway settles over 12 seconds with scoped pistols
- Salveskin: Health Chunks damaged by fire heal faster to their full amount
PvP kill rewards
We are adding a tier-based PvP kill reward system in order to discourage hunting new players (white shirts) and instead focus on veteran players.
Hunters will now get:
- 100 XP for killing a Tier 1 Hunter
- 500 XP for killing a Tier 2 Hunter
- 1000 XP for killing a Tier 3 Hunter
AI
General Changes
- AI is less likely to fall off cliffs during melee attacks now
- All basic AI and bosses (except for the Butcher) can now be reliably set on fire
- Improved the reactions for Grunts and Armored when hit. This should result in hits being more reliable and reduce the chance of the AI striking at a player as soon as they are hit
- Increased draw-distance of AI to support the longer sniper combat distances
- Increased the size of the Hive's defensive swarm
- Spider is now less likely to leave its lair by accident and die outside
Enemy AI specific changes
Butcher:
- Added a cooldown on hit reactions to avoid trapping him in a loop with continuous attacks
- Improved his attack validation to prevent him from hitting players through walls
- Improved chasing and retreat behavior to make him harder to exploit
- Improved targeting of his burning oil ranged attack
- Increased resistance to melee attacks
- Slightly reduced damage and range of his final strike when dying
Hellhounds:
- Head hit points have been increased to make it harder to kill with headshots from weak weapons
- Improved locomotion and hit reaction animations to be more reliable and snappy
- Improved reactions - Hellhounds can now see and hear players at a greater distance.
They will also no longer attack in a straight line making them more of a challenge
- Improved the group behavior to avoid them getting stuck when retreating
- Improved the search behavior when the player is unreachable
Meathead:
- Decreased the health by 25%
- Improved his attack validation to prevent him from hitting players through walls
- Improved the rage behavior when he is aggro'ed without having a visible target
- Increased the range at which leeches will sense players by 50%
Audio
Improved Audio Consistency
Fixed audio events and actions which sounded too different depending on perspective or situation.
This includes a pass on player and teammate footsteps and adjusted attenuations for animal attractors listening from indoor and outdoor.
Improved Audio Readability
Fixed audio events, enemies, and actions which had missing or underwhelming acoustic feedback. This includes being on fire, getting hit, and hitting enemies as well as enhancements on the AI cast condition tells. Adjusted audio events which were too prominent, or that got in the way of gameplay and tuned these down to be less intrusive. This includes the extraction timer, low health heartbeat, and some boss status stingers.
Improved Audio Realism
Some audio events were enhanced to realistically reflect the actual loudness of a sound and the environment where it is occurring. This includes the occlusion behavior, so sound being muffled behind a wall or less audible when underground, reverb adjustments for barns and boss arenas, as well as gunshot reflection adjustments.
Gunplay
- Added a new medium sway pattern alongside rifle and pistol sway, which is now used by all rifles with bayonets and all pistols with buttstocks while aiming down sights.
- All sniper scopes, iron sights for bolt-action rifles, and iron sights for pump-action shotguns zoom out between shots now
- We have increased the default health value for all hunters from 100 to 150
- Damage taken by the hunter has been adjusted to allow a very similar gunplay experience
- Hits to the arms and legs take slightly less damage from bullets now. Aim for the head or chest to maximize damage
- Compact bullets are now more powerful and bleed less power over distance:
- Increased damage of Winfield rifles
- Increased damage of Caldwell Conversion pistols
- Increased damage of Nagant M1895 pistols
- Ammo boxes now grant slightly less ammunition
- Bombs and explosives will no longer detonate and will be consumed when thrown into water.
- Bullet impacts now create a stronger stimulus. This will increase the aggro radius and affect AI and animals at a greater distance
- Changed the recoil kick pattern on all single-action revolvers to take re-cocking the hammer after each shot into account
- We have made some changes to the health pool for hunters, increasing it from 100HP to 150HP. In a nutshell, while overall health went up, so did the damage Hunters take from weapons, resulting in a very similar gun experience.
- Decreased the zoom for iron sights on all weapons to make room for the new sniper scopes
- Decoys are now more reliable in terms of damaging enemies and destroying lanterns
- Dusters and items that attack using fists now consume a lot less stamina, making them very economic choices against groups of enemies
- Ammo pool increased for some weapons:
- Caldwell Conversion pistol extra ammo increased from 18 to 24
- Caldwell Conversion Chainpistol extra ammo increased from 18 to 24
- Vetterli 71 Karabiner extra ammo increased from 12 to 19
- Vetterli 71 Karabiner Bayonet extra ammo increased from 12 to 19
- Winfield M1873C extra ammo increased from 15 to 22
- Winfield M1873 extra ammo increased from 15 to 22
- Winfield M1873 Swift extra ammo increased from 15 to 22
- Winfield M1873 Talon extra ammo increased from 15 to 22
- Fusees can now set enemies on fire when they are hit by them
- Increased damage of regular melee attacks for all true melee weapons (e.g Knife, Machete and Cavalry Saber)
- Minor changes made to the Derringers recoil pattern
- Nagant M1895 Silencer bleeds damage much faster over distance now than other weapons using compact bullets
- Nitro Express rifle will now receive two bullets instead of one from large ammo boxes
- Tweaked heavy and regular melee attack rules for true melee weapons (damage ratio was 3:1, now is 2:1)
- The knife and dusters have been rebalanced to offer different characteristics
Hunters
- Bloodless: No longer provides immunity to bleeding but halves the bleeding damage received over time
- First Aid Kit no longer stops the Hunter from burning
- Footstep sounds have been fully retuned to encourage players be more active when close to enemy Hunters (overall audio range reduction)
- Jumping now costs 20 Stamina and once out of stamina you’ll only be able to perform smaller jumps (reduce bunny-hopping).
We have drastically increased the amount of possible Hunter names making it less likely for players to get hunter recruits with the same names over and over again.
- Weapons are now less accurate when shooting while jumping
- Massive refactor of player stats system to kill a number of health-related bugs
- Poison damage now results in a much stronger on screen effect and reduces peripheral vision
- Quartermaster: Now upgrades the second weapon slot from small to medium, allowing you to equip one large and one medium weapon instead of two large weapons
- Vitality Shot no longer removes burning effect
- Water footstep visual effect size is now linked to depth of the water and speed of the Hunter
- You are now allowed to use dark sight while waiting for other Hunters
- You are now allowed to use in-game voice communication while waiting for other Hunters
- The number of possible American, English, French and German recruit names increased
- We have added 3 new nationalities with similar number of names. Now our Hunters can have Irish, Scottish or Scandinavian names.
Meta
Hunters
- Additional names added to the pool for new hunter recruits
- All recruited hunters now start with 150 health regardless of tier
Menu
- Increased the reward for ranking up the bloodline from 100$ to 1000$. These rewards are only granted for ranks that do not unlock a weapon or trait
- Increased the base cost for Tier 2 and Tier 3 Hunter recruits:
- Tier 1: $ 0
- Tier 2: $ +50
- Tier 3: $ +100
- Improvements made to the equipment for new recruits. This should decrease the chances of nonsensical loadouts such as multiple melee weapons
- Reduced overall chance to receive expensive high end equipment to lower average recruit costs
- Tier 3 recruits now receive a min. of 1 trait and a max. of 2 traits (was min. 0 / max. 3 before)
- Tier 0 recruits now come with two vitality shots instead of on
- Added tooltips with additional details about ammunition and damage types in the Arsenal and Store when hovering over the icons
- Added additional hints to the loading screen
- Weapon damage bars in the Arsenal and Store now also display numbers. When changing weapon loadouts, players will now only see a list of compatible weapons for that slot
Store
New equipment added:
- Mosin-Nagant M1891 Sniper for 1340$ (Rank Unlock 95)
- Nagant M1895 Deadeye for 34$ (Rank Unlock 34)
- Sparks LRR Sniper for 330$ (Rank Unlock 53)
- Vetterli 71 Karabiner Deadeye for 135$ (Rank Unlock 65)
- Winfield 1873C Marksman for 69$ (Rank Unlock 38)
- Flash Bomb for 15$ (Rank Unlock 23)
- Poison Bomb for 25$ (Rank Unlock 39)
- Spyglass for 15$ (Rank Unlock 12)
Equipment unlock rank changes:
- Mosin-Nagant M1891 Obrez (Rank Unlock moved from 77 to 49)
- Vetterli 71 Karabiner (Rank Unlock moved from 46 to 35)
- Winfield M1873 (Rank Unlock moved from 35 to 26)
New traits added:
- Bulletgrubber for 6 Upgrade Points (Rank Unlock 69)
- Bulwark for 6 Upgrade Points (Rank Unlock 87)
- Deadeye Scopesmith for 4 Upgrade Points (Rank Unlock 42)
- Iron Sharpshooter for 5 Upgrade Points (Rank Unlock 96)
- Iron Devastator for 4 Upgrade Points (Rank Unlock 66)
- Kiteskin for 3 Upgrade Points (Rank Unlock 27)
- Marksman Scopesmith for 4 Upgrade Points (Rank Unlock 57)
- Resilience for 4 Upgrade Points (Rank Unlock 21)
- Sniper Scopesmith for 4 Upgrade Points (Rank Unlock 75)
- Salveskin for 2 Upgrade Points (Rank Unlock 12)
- Steady Aim for 6 Upgrade Points (Rank Unlock 78)
- Steady Hand for 5 Upgrade Points (Rank Unlock 51)
Trait unlocks rank changes:
- Fanning (Rank Unlock moved from 87 to 36)
- Greyhound (Rank Unlock moved from 34 to 18)
- Packmule (Rank Unlock moved from 48 to 30)
- Quartermaster (Rank Unlock moved from 24 to 45)
Price changes:
- Caldwell Conversion Uppercut price increased from 175$ to 275$
- Crown + King Auto-5 price increased from 166$ to 266$
- Concertina Bomb price reduction from 35$ to 15$
- Dolch 96 price increased from 190$ to 490$
- Dolch 96 Precision price increased from 280$ to 620$
- Mosin-Nagant M1891 Avtomat price increased from 999$ to 1800$
- Mosin-Nagant M1891 price increased from 478$ to 780$
- Mosin-Nagant M1891 Bayonet price increased from 488$ to 860$
- Mosin-Nagant M1891 Obrez price increased from 378$ to 390$
- Sparks LRR price reduced from 249$ to 179$
- Vetterli 71 Karabiner Bayonet price increase from 105$ to 165$
- Antidote Shot price increase from 11$ to 25$
- Stamina Shot price increase from 5$ to 25$
- Vitality Shot price increase from 20$ to 25$
Performance profile tool which can be enabled in the HUD options menu
- The tool will display a basic set of data on the top right of the HUD with FPS, frame time, main thread, and render thread time as well as current ping.
- This will allows us to gather some specific information from Hunters who experience performance issues, and provides Hunters with the option to check their performance individually.
Service changes
Softening of the loss of hunters due to technical difficulties
We have added a feature which will prevent players from losing Hunters due to irregular disconnects. This system will return a hunter to its pre-match state if certain conditions (maintenance, server crashes, invalid anti-cheat kicks, client crash mid-mission and during loading, etc.) apply.
UI changes
- Added mission countdown timer to in-game map
- Added stance indicator on HUD when the player is crouched
- Added out-of-breath indicator on the HUD when player is out of stamina for either sprinting or melee attacks
- Ammo pickups no longer showing percentage and now displays actual number of bullets collected
- Changed the extraction icons on the in-game map
- Polished and improved the readability of the in game map
- Improved the readability of the player / team-mate icon
- Pop up added to encourage following the game through the Steam Hub to stay up to date with the latest news and announcements
World
Adjusted the distances of objects rendering and distance at which LODs change
We worked on reducing popping, and adjusted view distance for objects and LOD swaps (more to come in the future).
Elevator mechanics have been reversed to allow them to be used by a single player at a time.
It is now be possible for solo Hunter or Hunter pairs to use crank operated elevators more easily. The elevator position is now raised by default and when cranked, it will automatically raise to the top of the shaft after a Hunter has entered the cabin.
Improved leading for players on some spawn areas
Additional leading away from spawn points to the nearest compounds have been added in some locations.
Lockbay Docks should now be correctly referenced in the level (not Lockport Docks)
Developer note: We noticed some confusion due to this, and we are sorry about that.
Made the hunting towers more useful and added more cover
Developer note: Let us know if you find these useful or not, and we will evaluate this, and will consider adjusting them depending on our community’s feedback.
Players will now always be able to see 2 to 3 clue locations when using dark vision
We felt having a single clue visible does not provide enough options for Hunters when deciding which clue to head towards. To resolve this, Hunters will now always see 2 to 3 clues instead of only seeing one clue.
Quality of life fixes throughout the level (bugs, clipping issues, falling out of level, getting stuck, narrow paths, etc.)
We fixed a lot of bugs that have been reported by the community and internally to make the map more stable, bug free and with fewer places for Hunters and AI to get stuck. We have also fixed many floating objects, several terrain holes in the level, and fixed several groups of vegetation that would disappear too early.
We applied some compound changes as follows:
Alain & Son’s Fish Farm
- Added more cover and protection to the building exits
- Improved approaches with more cover
- Removed access to northern vegetation islands (frequently camped)
- Simplified a number of approaches to the compound from the North
- Simplified underside of main building to be less of a maze
Alice Farm
- Added doors to the lower part of the butcher fight building to make entry and escape easier
- Closed off upper barn on west side that allowed players to easily shoot at Hunters engaging the target
Blanchett Graves
- Added window access into the Butcher space (previously only a single point of easily defendable access)
- Cleaned up art around compound and added some additional cover
- Moved window access to corner to be less visible from perimeter wall
- Reduced amount vegetation around the circular grave area that Hunters could hide in
Catfish Grove
- Added a new protected ramp entrance
- Added view blockers and cover to boss building entrances to reduce direct line of sight into the building
- Added more cover to perimeter
- Adjusted some paths to reduce amount of water wading
- Reduced clutter in interior
Cypress Huts
- Added cover to make south side in water less exposed
- Added a building to provide cover on the northern area of the compound
- Provided more bulletproof cover on the upper area of the boss structure
Darrow Livestock
- Added more bulletproof cover around the compound
- Added more cover on western side of the compound
- Added ladder to roof hole
- Adjusted entrance positions on the western side of the compound
- Increased size of butcher fight area slightly and reduced amount of clutter
- Removed underused cranked door on northern side of barn
Port Reeker
- Added more bullet-proof cover around the compound
- Added roof access to several buildings
- Added access to perimeter hut roof (easier to see in at the cost of more visible to others)
- Added more cover on some of the surrounding roads
- Increased perimeter wall height to reduce line of sight directly into the compound
- Removed a number of buildings to reduce overall complexity
- Removed or converted some buildings that were not accessible
- Removed buildings now provide better defensive positions at the southern edge of the compound
- Removed cranked gate from lower portion of the compound
- Thinned out clustered vegetation on the southern approach The Chapel of Madonna Noire Added a number of access points around the perimeter
- Western underground exit reworked to be safer for players emerging from underground
Scupper Lake
- Added line of sight blockers and cover to boss building entrances
- Added more perimeter cover for approaching players
- Increased the size of the forest area on the northern side (spawn side) of the compound
- Major layout changes made due to its well deserved reputation for being a great place to get your hunter killed
- Provided different terrain options and paths to get in and out of the compound
- Reduced amount of water overall
- Reduced vegetation density of western area that was popular for campers
- Re-worked northern entrance (elevator)
- Windows in the boss building are now closed by default but can still be opened by players

Content Patch #1 erschienen!
![]()
Dieser Patch ändert alles!
https://steamcommunity.com/games/594650/announcements/detail/3132695348553442460
Loading time improvements
With this patch we are introducing our first improvement to the loading times in-game. This change will allow the client to connect to the server before the loading of the map has completed. This will result in loading into the game faster than usual.
Loadout simplification
We have made some changes to simplify the Hunter loadout to make it easier to equip items for the hunt. A pop-up will now allow quick access to your available arsenal while reducing the amount of clicks needed to set up your hunter. Upgrading traits and health has also been made easier by combining these two pages into one screen.
Matchmaking improvements
We are happy to introduce our first step in developing an improved matchmaking system. With this improvement we hope to help new players to familiarize themselves with Hunt: Showdown and in general make the on boarding process much less punishing. New players will play against others of a similar Bloodline rank before getting the chance to compete with higher ranked players.
Audio
- Reduced the volume of the Generators and Banishing allowing for better audibility of footsteps around these areas
- Fixed ricochet attenuation which was too long. This gave the impression that you were shot at although the sound occurred further in the distance
Bullet fly-bys
We have listened to a lot of feedback in regards to the realism and sounds of the weapons in Hunt. We have improved the existing bullet fly-bys based on the ammunition type including the compact ammo (e.g Silenced Nagant).
Faster rounds, such as those used in the rifles, now make the ‘pop’ noise of a supersonic crack while slower ammunition, like that used in the pistols, have a more defined ‘whizz’ sound. With this change we hope to increase the acoustic feedback so that not only can you tell that you are under fire, but now you should be able to tell from what kind of weapon it came from.
Separated Scope sensitivities
We have added separate mouse sensitivity options in relation to aiming. Rather than using the same sensitivity settings for everything, we have added the ability to change this in the settings menu. Now you will have several options:
- Default
- Short Scope
- Medium Scope
- Long Scope
Balancing changes
Traits
Changed the damage reduction for the following traits
- Bulwark increased from 20% to 25%
- Hornskin decreased from 50% to 25%
Weapons
- Increased the damage of the Specter shotgun
- Fixed some inconsistencies with the damage of the Mosin Nagant Avtomat
[*Fixed some inconsistencies with the damage of the Romero Hatchet
- Reduced the spread of the shotgun handcannons
- Reduced the range of the shotgun handcannons
Bug fixes
- Fixed a bug that would result in your health chunks not being fully restored when banishing the boss. This usually occurred when your hunter had more than 1 small health chunk
- Fixed an issue that would cause footstep sounds to not trigger when walking through grass
- Fixed a bug that would cause the holster sound of the spyglass to be heard everywhere on the map
- Fixed a bug that would result in the hunter vocalizations not correctly triggering when standing in fire or poisoned
- Fixed an issue that was causing a distortion effect when looking through nearby vegetation with scopes
- Fixed a bug that would result in the Meathead getting stuck next to a clue when spawning as a clue defender
- Fixed a number of layout issues in two of the Butcher’s lairs
- Fixed a number of bugs throughout the map (collision issues, geometry alignment, etc.)
- Fixed a number of localization issues
Wir verwenden essentielle Cookies, damit diese Website funktioniert, und optionale Cookies, um den Komfort bei der Nutzung zu verbessern.
Siehe weitere Informationen und konfiguriere deine Einstellungen