
Hunters,
Update 2.4 is now live! Dive into our latest event, Judgement of the Fool, and enjoy the return of the DeSalle map, along with numerous fixes and quality-of-life improvements.

Judgement of the Fool
Retribution stains hunting grounds red as The Pale Judge arrives to sentence The Fool. Dorothy Alice aids the disgraced Doc Redmartin to ward off his long-awaited punishment. Amidst treason and mayhem, Orwellian Effigies appear once more and draw the gaze of The Prescient and her arsenal.
Arriving on the stage of this grand trial are Equipment Skins themed to cruel order, occult foretellings, and the pitch darkness of graves.
The Fool’s Hideout
In Judgement of the Fool, The Fool’s Hideout offers rewards, not refuge. Snipe from the ramshackle tower or lurk amidst the wagon train wreckage with a shotgun at the ready. Unique rewards can be found within its walls, and the following Sealed items are gathered at one Hideout per Mission:
- A Single Sealed Bounty Token
- A Full Restoration Kit
- A Trait Wager Spur
- A Master Clue that reveals all Boss Targets
- All Event-exclusive Sealed Scarce Traits
Additionally, The Fool’s Hideout will always feature the following Sealed Rewards, all of which can also be found randomly across Supply Points, Arsenals, and Watch Towers in the world:
- Four Shot Boon
- Experience Boon
- Dark Sight Boon
- Sealed Cash Register
- Sealed Ammo and Tools
Trait Wager Spur
A new Trait Wager Spur can be found at The Fool’s Hideout. Each time you spend a Pledge Mark at the Trait Wager Spur, you will receive a randomized Trait (not a Scarce or Burn Trait). The Spur can be interacted with repeatedly for the cost of 1 PM per Trait.
Event-Exclusive Sealed Scarce Traits
Just like the previous Event, Judgement of the Fool also contains Event-exclusive Sealed Scarce Traits which are attainable for the duration of the Event by spending Pledge Marks in-Mission. They will be removed once Judgement of the Fool concludes. They have a chance of spawning where other Sealed Traits can spawn, and they will all always spawn at The Fool’s Hideout.
Event-exclusive Scarce Traits: Catalyst (1PM), Corpse Seer (2PMs), Gunrunner (3PMs)
Catalyst Trait
- Catalyst is a purchasable Event Trait, available at The Fool’s Hideout in exchange for Pledge Marks. Acquiring it unlocks the Conditional Trait Effect for all eligible Traits: [list]
- Beastface - Never trigger animals
- Pain Sense - Players are also visible when low on stamina
- Vigilant - Doubles range in Dark Sight to 50m
- Kiteskin - Never die from falling (otherwise lethal fall damage leaves you with 1 HP)
- Frontiersman - Solo only - Carried Tools can be used 2 extra times
- Fanning - Allows you to use fanning with 2 slot pistols, namely: [list]
- Haymaker
- Nagant Precision
- Nagant Deadeye
- Scottfield Precision
- Uppercut Precision
- Uppercut Deadeye
Corpse Seer
- Receive Dark Sight Boost when looting downed Hunters.
Gunrunner
- Equip up to two Large Slot weapons on your Hunter.
Pledge Mark Mechanics
Hunters are able to carry up to 6 Pledge Marks at a time. Pledge Marks are earned by performing the following actions:
- 1 PM per 25 Event Points collected
- 2 PMs for Banishing the Boss Target in Bounty Clash
- 3 PMs for becoming the Soul Survivor
Stealing Mechanics:
When looting a Hunter, you will steal their Pledge Marks up to a maximum of 6 total. The looted Hunter loses any Pledge Marks stolen, but can retain some if the looting Hunter reaches their maximum amount (6 PMs) in the process.
Battle Pass Reward Track
Page 1
- Level 0 – The Fool: Outlaw (Hunter) (Premium)
- Level 1 – True Exile: Carbine (LeMat Carbine) (Premium)
- Level 2 – The Redmartin: Aperture (Ranger 73 Aperture) (Free)
- Level 3 – Practice Shot (Inspect Animation, Ranger 73) (Premium)
- Level 4 – Tetanus: Weak (Regeneration Shot: Weak) (Premium)
- Level 5 – Abyssal Rosary (Charm) (Free)
- Level 6 – Grim Inquest (Officer) (Premium)
- Level 7 – 100 Blood Bonds (Premium)
- Level 8 – Devil’s Aim (Inspect Animation, Officer) (Free)
- Level 9 – No Clemency (Auto-5) (Premium)
Page 2
- Level 10 – Blind Justice (Terminus) (Premium)
- Level 11 – 100 Blood Bonds (Premium)
- Level 12 – Gordian Cutter (Knuckle Knife) (Free)
- Level 13 – Grim Inquest: Brawler (Officer Brawler) (Premium)
- Level 14 – Cursed Balance (Charm) (Premium)
- Level 15 – The Redmartin: Swift (Ranger 73 Swift) (Free)
- Level 16 – 100 Blood Bonds (Premium)
- Level 17 – Sight Seer (Inspect Animation, Terminus) (Premium)
- Level 18 – Crypt Seal (Sparks) (Free)
- Level 19 – The Fool: Fugitive (Hunter) (Premium)
Page 3
- Level 20 – Burnt Marigold (Charm) (Premium)
- Level 21 – Tetanus (Regeneration Shot) (Premium)
- Level 22 – The Redmartin: Talon (Ranger 73 Talon) (Free)
- Level 23 – Restless Killer (Inspect Animation, Sparks) (Premium)
- Level 24 – Crypt Seal: Silencer (Sparks Silencer) (Premium)
- Level 25 – Mooneater (Charm) (Free)
- Level 26 – Blind Justice: Shorty (Terminus Shorty) (Premium)
- Level 27 – 100 Blood Bonds (Premium)
- Level 28 – Grim Inquest: Carbine (Officer Carbine) (Free)
- Level 29 – Death Sentence (Throwing Spear) (Premium)
Page 4
- Level 30 – No Clemency: Shorty (Auto-4 Shorty) (Premium)
- Level 31 – Reason to Return (Charm) (Premium)
- Level 32 – 100 Blood Bonds (Free)
- Level 33 – Grim Inquest: Carbine Deadeye (Officer Carbine Deadeye) (Premium)
- Level 34 – Oath to Impale (Inspect Animation, Throwing Spear) (Premium)
- Level 35 – True Exile: Carbine Marksman (LeMat Carbine Marksman) (Free)
- Level 36 – Crypt Seal: Sniper (Sparks Sniper) (Premium)
- Level 37 – 100 Blood Bonds (Premium)
- Level 38 – The Pale Judge (Hunter) (Premium)
- Bonus Level – Sofia’s Gift (Charm) (Free)
Weekly Challenges & Event Duration
With Judgement of the Fool, we are updating our approach to Weekly Challenge and Event pacing. Individual Weekly Challenge Event Point rewards are reduced to between 500-1000 EPs per challenge. However, with the Event itself being significantly longer, players will be able to earn more Event Points overall, and at their own pace. Weekly Challenge sets now only feature 5 challenges rather than 6, making all weekly sets easier to complete.
Although the total number of challenges per week may have decreased, we have subsequently increased the reward for one challenge per week from 10 Blood Bonds to 20, so the total awarded through weekly challenges remains unchanged compared to previous events – 50 BBs per week.

Gunplay
Damage Adjustments
Hunter
Hunter body part damage multipliers have been changed to these values:
- Upper Torso: 1.3 (same as before)
- Torso: 1.2 (previously 1)
- Arms: 0.9 (previously 0.8)
- Legs: 0.8 (previously 0.7)
These changes mean that at all ranges, damage to less critical body parts now have a greater effect in firefights.
Bullets
Damage Drop-Off:
- Damage drop-off plateaus:[list]
- All Compact Ammo weapons start losing damage at 20m
- All Medium Ammo weapons start losing damage at 30m
- All Long Ammo weapons start losing damage at 40m
- Any rifle deals at least 50 damage
- Compact Ammo pistols deal at least 25 damage but less than 50 damage
- Any Medium or Long Ammo pistol deals at least 50 damage
- Any rifle deals at least 50 damage at any distance, with the exception of the Officer Carbine
- Any pistol deals at least 25 damage, with some powerful pistols being able to deal 50 damage
- All rifles and pistols deal at least 25 damage to arms or legs at all distances
- Exceptions to this ruleset are the Bornheim family and Nagant Silencer, due to their low base damage.
- FMJ still extends the damage drop start by 10m
- FMJ has a slightly higher end damage value, making the ammo slightly stronger at distances
- Spitzer has a higher end damage value, retaining the base damage better, but due to the lower base damage still dealing less damage overall
[/list]
Dev Note:
The above mentioned drop-off rules are without any penetration involved; with penetration, the thresholds might not be met. Due to their reduced base damage, some silencers might be exceptions to the drop-off ruleset. The Dolch 96 sits between compact and medium projectiles, with the weapon having characteristics—like muzzle velocity and damage—of a Medium Ammo pistol, but following the rules set for Compact Ammo pistols more. The Quad Derringer, which is not mentioned specifically here, performs similarly to the Bornheim No.3.
Silencer Balance Changes
The silencer damage reduction rule has been adjusted to reduce the effect on Compact and Medium Ammo.
- Compact and Medium Ammo reduction goes from 10% to 5%.
- Long Ammo reduction stays at 10%.
New damage stats for affected weapons:
- Bornheim No. 3 Silencer[list]
- Basic - 66 -> 70
- HV – 63 -> 66
- Basic - 81 -> 85
- HV – 78 -> 81
- Basic - 99 -> 104
- HV – 93 -> 98
- Basic - 117 -> 123
- HV – 111 -> 116
- Basic - 131 -> 137
- Basic - 108 -> 114
- HV – 102 -> 107
- Basic– 129 -> 136
- HV – 122 -> 128
[/list]
Dev note:
These changes allow for the lower damage weapons to be less affected by the recent silencer adjustments, while maintaining some drawbacks to using higher damage weapons. Alongside the above mentioned body damage and damage drop changes, these changes also further increase damage at ranges past 10m and can be considered a general buff to the low-damage silencers, not just in close range.
Gameplay
Downed Burn Speed Adjustments
While downed, there are now two speeds at which a Hunter’s body can burn: Fast and Slow.
Fast
A downed body will be considered as Fast burning if:
- It is inside a fire volume (Lantern, Fire Bomb, oil patch, etc.).
- It is ignited from any source of fire. After five seconds, it will fizzle down to Slow burning. [list]
- If reignited again, the body will Fast burn for another 5 seconds.
Fast burning is similar to the burning speed prior to what was experienced before this update.
Slow
A downed body will be considered as Slow burning if:
- It is not in a fire volume, or the 5 seconds of Fast burning upon ignition have passed.
Slow burning is 45% slower compared to what was experienced before this update.
Submerged Bodies
Hunter bodies that are underwater can now be burned by fire volumes at a very slow speed.
Dev note:
With past changes, the cost of burning a body has become low, with Hunters often having a Tool or other weapon they can use to ignite a Hunter quickly (and sometimes at quite some range). With these changes, we aim to reduce some convivence from the Tool/weapon layer and instead bring more relevance to world items like Lanterns or Consumables such as the Fire Bomb.
Salveskin
- The Salveskin Trait no longer slows down burning when downed.
- Instead, it has a larger effect when alive, and keeps burning to medium intensity, while shortening the extinguishing time for burning to a maximum of 3 seconds.
- It still retains its global reduction of fire damage, including burn speed.
Traps
When disarming a trap that you also have equipped as a Tool on your Hunter, it will now replenish the slot rather than remaining on the ground.
- If you are not carrying the trap as a Tool, or if you are but have full charges, then the trap will remain on the ground like usual.
- There are also new prompts that denote what action will happen before disarming. These new prompts also display the full name of the trap being disarmed.
Dark Dynamite Satchel
- Warning sound volume has been reduced significantly
Ammo Swap Boxes
The following Ammo Swap Boxes now allow resupply of multiple ammo types:
Explosive Bolts/Arrows Box
- Bomb Launcher/Lance Waxed Frag
Dragon Breath Bullets Box
- Hand Crossbow Dragon Bolt
- Bomb Launcher/ Lance Dragonbreath
Dumdum Bullets Box
- Nitro Shredder
Explosive Bullets Box
- Nitro Explosive
Dark Sight Interactions
- Active interactions in Dark Sight are now all activated with Mouse 1 or Triggers by default.
- Beetles can now use the Remedy and Serpent Traits (note: the Beetle cannot pick up Bounty Tokens).
- Silent Killer Trait: Grunting sounds removed when killing Grunts
- Hundred Hands Trait: Melee attack balancing against Rotjaw
- Improved melee attack animations (Less camera motion) for the following items: [list]
- Derringer Pennyshot
- Dusters
- Berthier 1892 Riposte
- Cavalry Saber
- Katana
- Martini-Henry Riposte
- Mosin Obrez
- Mosin Obrez Mace
- Railroad Hammer
- Rival 78 Mace
- Romero 77 Hatchet
- Scottfield Brawler
Extraction Points
- Refactored Extraction Point functionality. This should not result in any change for players in Update 2.4, but sets the foundation for future improvements and experimentation.
- Added compass icons indicating Extraction Point locations within 150m.
- Updated Extraction Point icons.
Meta
General
- Bounty Carriers’ missing Health Chunks will automatically be restored upon extraction.
- Pick-up prompts for items in the world will now always display the item’s name, not the name of the applied Skin.
Traits
- Reduced the price of the Fast Fingers Trait to 4 Upgrade Points
Custom Ammo Scarcity
The following ammo types are no longer considered Scarce and are available for purchase:
- Crown & King Slugs
The following ammo types are still scarce:
- Maynard Sniper Dumdum
- Dolch 96 FMJ & Dumdum
- Centennial Dumdum
- Officer Dumdum
Bounty Clash
- Bounty Clash now has its own Matchmaking Rating, distinct from Bounty Hunt’s. This MMR is initially set by copying the player’s Bounty Hunt MMR, then having it adjust accordingly as they play. Kills and deaths in one game mode will not affect your MMR in the other.
- Three new compounds from DeSalle have been added to the Bounty Clash compound pool: Lower DeSalle, Fort Bolden, and First Testimonial Church
- Re-introduced O’Donovan Stone to the Bounty Clash compound pool, with updated spawn and Extraction Points
- Removed Blackthorn Stockyard from the Bounty Clash compound pool based on player feedback
- Spawn point adjustments were made to the following Bounty Clash compounds: [list]
- Reynard Mill & Lumber
- Deadfall Timber
- East Mountain Corn
Audio
Improvements
- Improvements to overall audio mix clarity:[list]
- Reduced volume of various ambient one-shot sounds (randomly positioned wood creaks and other positioned ambient sounds that are audible in the environment outside of buildings)
- Reduced specific frequencies on some ambiences to improve game readability
- Reduced specific frequencies on the Poison Barrel audio to improve game readability
Dev Note: Along with the launch of Hunt: Showdown 1896, we added various location-based ambient sounds to the world of Hunt. The original intent for these sounds to be part of the game was to increase the players’ immersion by further connecting visuals and audio. While we feel that these sounds fulfill their intended purpose, we received feedback from the community and within the team that, in some scenarios, these sounds can mask important gameplay feedback. With Update 2.4 we have implemented a range of mixing improvements to our ambient sounds, improving overall mix clarity and readability. The positioned ambient sounds (random wood creaks, etc.) are drastically reduced in volume and limited in their frequency of use to blend with the global ambience more seamlessly. Location-based ambience loops (e.g. forest ambiences) have been tweaked in their frequency content to leave more “space” for important gameplay information.
Thanks to everyone in the community who provided feedback on this!
- Improved audio readability of vertical Hunter footsteps inside buildings: [list]
- Reworked and increased the upstairs wood footstep sound layer and added a unique downstairs wood footstep sound layer
- Added upstairs and downstairs footstep sound layers for other surface types including rock, hollow metal and fabric
- Upstairs and downstairs footstep layers can now be heard from outside buildings, allowing you to more clearly determine the position of enemy Hunters when approaching buildings
Dev Note: These improvements aim to instantly give you information about the position of an enemy Hunter without having to solely rely on psychoacoustic localization cues. To do so, we are adding and increasing layers to footsteps that only trigger when a Hunter is above or below you within a building. Footsteps above you now sound a bit more direct and bassy, while footsteps below you sound sharper and more hollow. We would love your feedback on these changes.
- Improvements to gun mix:[list]
- Interior gunshot tail design has been improved on rifles and handguns
- Improved readability of interior gunshots over distance
- Reverted changes to how gunshots from non-silenced weapons are heard over distance generally – the behavior is now in-line with how weapons sounded over distance before our 2.0 release
- Minor improvements to the Mosin gunshot sound over distance to improve clarity
- Minor improvements to the Vetterli gunshot sound when fired in first person
UI
Improvements
- Lobby Screen[list]
- Dev Note: To ease the friction of navigating back to the lobby from deep UI layers, we have made the following changes: [list]
- Added a 'Back to Lobby' shortcut throughout most of the UI.
- Pressing Esc now always returns players to the Play lobby screen, even from the Home screen.
- Your Hunter level has been moved to right below the gamertag, exactly like your teammates.
- When a player joins a team, you will remain on the same screen you were on. You will no longer be taken to the lobby automatically.
- Dev Note: Console players will notice the most impact as hold actions are now categorized into two groups with standardized and slightly reduced hold times:[list]
- Blood Bond transactions require a hold of 1.5s.
- All other hold actions now require a hold of 0.6s.
- Dev Note: We have removed the Store and Battle Pass carousels in preparation to replace the Home screen with an improved Play tab. [list]
- The Home screen now only contains Game Modes, Last Mission Summary, and Progression Menu options.
- Dev Note: Addressing major usability issues and increasing visibility for this feature: [list]
- Redesigned to a vertical layout to display custom loadouts alongside current equipment.
- Editing a loadout in the Gear screen no longer shows Traits to prevent confusion.
- Up to 10 custom loadouts are now accessible without scrolling.
- Promoted to the top navigation menu to encourage increased usage.
- Dev Note: These updates improve the overall user experience: [list]
- The Hunter Equipment or Custom Loadout name is now displayed in the top left corner.
- Filters reset automatically after equipping an item, removing the need to manually deactivate them.
- Added a "Don’t Remind Me" checkbox when discarding Contraband items to prevent future pop-ups.
- Dev Note: Improving usability and memory load by displaying all recruit loadouts at once: [list]
- All four Hunter recruits' loadouts are now visible simultaneously.
- Loadouts can be hidden to inspect Hunter models more closely.
- Dev Note: Adding a much-requested feature and optimizing load times:[list]
- Hunter backstory and lore are now displayed.
- Screen load times have been reduced with optimizations.
- Dev Note: Improving team awareness and menu usability:[list]
- The pause menu and submenus now darken the background while keeping the game visible.
- Team Loadouts have been moved out of the submenu for easier access.
- Vertical list layout ensures all menu actions are visible without scrolling.
- Loadout changes are now visible in-Mission, though some require reopening the menu to reflect updates. (A full fix is planned for a future update.)
- Health Bar status effects for self and teammates are now updated in real time.
- Dev Note: Quality-of-life improvements for equipping and removing traits: [list]
- PC players can now double-click or right-click to remove traits from the equipped traits widget.
- Equipped traits are always shown, even if filters are active, allowing console players to remove traits without disabling filters.
- Dev Note: Reducing redundant menus for faster access: [list]
- The Battle Pass tab now directly opens the Rewards screen.
- The Battle Pass menu carousel has been removed.
- Event Details can be accessed through the Rewards screen.
- Vivox / Voice Chat[list]
- Using Proximity Voice Chat automatically includes the team voice channel i.e. your teammates will hear you globally as if you were using the Team Channel.
- Added different speaker indicator that is used when a teammate is heard through the usage of Proximity channel
- Set default voice chat volume to 70 to prevent too loud noises
- Added new option: Independent Voice Chat Volume [list]
- This option controls whether Master Volume should affect Voice Chat Volume
- When using toggling the Mute All Communication functionality either through the menu or the assigned keybind, we will now show a system message in the text chat box for user awareness
- Voice Chat related options can now be found under the Options Game and Audio tab for easier discoverability. We are currently investigating a Communication specific options tab.
These UI updates aim to streamline navigation, improve usability, and enhance the overall player experience. Thank you for your feedback and continued support!
NPCs
Bots
- New players under Bloodline Rank level 11 and with 0 prestige will play against bots before accessing PvP to have a better onboarding experience. If a new player is on a team with experienced players that don’t fit the above criteria, they will enter a bot match if the experienced players are a 2-star rating or below.
Brute
- Ursa Mortis traveled away with the circus, but Corruption always finds a way to spread. Now Brutes stalk among the trees, scenting blood and bellowing their deafening roars. Are they the cursed children of the circus bear, its attempted meals, or something we have yet to comprehend?
- Brutes share Ursa Mortis's strengths and weaknesses, but can be found in forested areas. Take care as you creep between compounds!
Butcher
- Added an explosion effect when The Butcher’s melee attack hits the ground
- Removed a 0.7s delay between the moment the melee fire attack hits the ground, and the fire volume is spawned.
Wild Targets
- Hellborn & Rotjaw corpses now vanish after being killed.
Rotjaw
Adjusted Rotjaw’s resistance to poison. Poison is now more effective against Rotjaw.
Hellhounds
- Added new diagonal movement animations for Hellhounds to reduce foot-sliding
Miscellaneous
- Adjusted monster damage handling to improve consistency across weapons and damage types. Players should now experience more predictable hit-to-kill counts, making it easier to learn and plan around combat encounters.
- Monsters should behave similarly as before, and signature kill moves are retained across the board, while extreme differences between similar weapons have been corrected, especially when excessive amount of hits were needed to kill a monster.
- Boss Targets and Wild Targets are not affected by these adjustments.
World
DeSalle Re-Introduction
A complete upgrade has been made to the map, brought to life through the power of our new and updated CRYENGINE.
- Features extensive terrain and vegetation improvements
- Detail, dressing, and lighting passes have been made on all compounds
- Various gameplay and layout improvements have been made to several compounds
Contract Availability
- Live contracts will be featuring DeSalle only until June 23rd at 8:00 UTC.
- This means players will have the joy of playing purely in DeSalle for all game modes: Bounty Clash, Bounty Hunt, and Soul Survivor.
Dev Note:
We are very happy to bring back DeSalle, Hunt: Showdown’s third released map, revitalized and re-envisioned for Hunt: Showdown 1896. Just like with Stillwater Bayou and Lawson Delta before, this map has undergone significant enhancements thanks to your feedback and our commitment to improving the experience.
Areas like Kingsnake Mine, Pearl Plantation, Moses Poultry, Fort Bolden, Darin Shipyard, and Pelican Island Prison have been refined with new options and tactical choices for both attackers and defenders. Windows, ladders, doors, new paths, and strategic access points have been added to encourage dynamic gameplay.
Minor gameplay improvements have been also added to the Stanley Coal Company, Forked River Fishery, Ash Creek Lumber, and Reeves Quarry compounds, improving gameplay and player flow.
Space Changes
- Several small bug fixes throughout all compounds
- Kingsnake Mine: [list]
- Reworked the compound's entry to provide safer routes and more mobility
- Opened new gameplay spaces such as accessible rock plateau, opened path leading to the roof of the side building, opened the path behind long shed, and added ramp
- Decluttered and denoised compound space
- Several minor improvements for player movement around the compound
- Replaced ladder with stairway leading to the Boss Target lair
- Provided additional ways to get into the second-floor Boss Target lair by adding a ramp on the south side and a ladder on the north side of the building
- Opened windows on the east and west side of the Boss Target lair to allow more options for defenders
- Improved landing spot and attacker-friendly bunker when approaching from Ash Creek Lumber
- Cleaned up and improved the flow around the Boss Target lair
- Added new satellite building to the compound to provide more options to the attackers
- Ruins located in the northeast are now facing the building. Additionally, the upper window is accessible, offering a wide view of the western side of the building
- Pipes in front of the Boss Target lair have been lowered to clear the lines of sight around the basin
- Decreased the number of openings in the Boss Target lair
- A new ladder got added, allowing Hunters to climb up the platform and enter the Boss Target lair from the north, as well as access a ramp that leads to the upper floor of the Boss Target lair from the south
- Opened a vault and peak window to the long arm, so players don't end up in a dead end
- Added new satellite building to the compound, allowing for more options for the attackers when approaching Boss Target lair from the east
- Allowed access to the tower inside the Boss Target lair, creating a good spot for defenders against enemy Hunters approaching from the west
- Added extension when exiting from the underground section, to provide more safety and highlight the entrance
- Created new short-cut paths within the compound to improve player flow and movement
- Added catwalk that serves as an additional option to get in and out of the Boss Target lair
- Added an option to quickly travers from the east side of the Boss Target lair onto the catwalk
- Reeves Quarry:
- A tree trunk has been added to cross the gap between the outer ring and the northern building
- Removed noise from surrounding buildings and made player expectations cleaner
- Opened parts of northern side building's roof peak efficiently on the main building
- Created wider opening at the Boss Target lair wall from the west side
- Replaced barrack building with a brick one to fit the theme more and allowed for rooftop access onto it
- Added scaffolding around the prison to allow for easier rotation around the compound
- Added new structures to the prison yard to allow more options for the attackers
- Added elevator instead of stairs leading to the prison yard
- Removed big tree from the north of the compound to increase readability of the space
Lighting
With Update 2.4 and the re-release of Desalle, we have created iterations of existing times of day to reinforce the art direction and level changes. You will get access to newly graded Clearview, Amber Sky, and Pressing Fog . We have also changed the available times of day to be map-specific as well as rebalanced the chance of loading a given time of day.
We have also changed the intensity of volumetric fog within interiors for the higher visibility times of day.

Audio
- Fixed an issue where, in rare conditions, Hunters were able to move without producing footstep sounds[list]
- Dev Note: We are aware that in other rare scenarios, footsteps can potentially be missed due to a separate animation bug—we are continuing to monitor and investigate the issue closely
- Dev Note: This change, while subtle, improves the perceived location, movement, accuracy, and smoothness of all 3D sounds in the game
General
- Fixed an issue where Traits appeared to be floating in the air.
- Fixed an issue where interactable objects were highlighted over any distance in the Shooting Range
- Fixed an issue where dying in a low-height spot could lead to players glitching through the floor or getting them stuck
- Fixed an issue where trying to revive a disconnected player would not display any text prompts
- Fixed an issue where stopping spectating and returning to the Death Screen would prevent the appropriate audio loop from playing
- Fixed an issue where, if the Hunter’s body was set on fire while spectating, there was no burning sound
- Fixed an issue where, if the Hunter’s body was set on fire while on the Death Screen, the burning sound was not correctly muted when starting to spectate
- Fixed an issue where, if the Hunter transitioned from Downed to Dead while spectating, the death loop would play even before returning to the Death Screen
- Fixed an issue where switching the spectator mode target between players in Dark Sight would break the Dark Sight visuals
- Fixed an issue where switching the spectator mode target between players using Beetles would break the Dark Sight visuals
- Fixed an issue where switching the spectator mode target when the current target was entering Dark Sight would cause the Dark Sight visuals to linger
- Fixed an issue where vaulting right after using a Consumable would prevent the Hunter from picking up new Consumables until they selected a different item from their equipment
- Fixed an issue where the Tool Box from Scrapbeak could be interacted with even if doing so would award no items
- Fixed an issue where the self-revive timer could count down faster in some edge cases
Gunplay
- Fixed an issue where Dumdum ammo on the Scottfield Precision could cause visual reload issues.
- Fixed an issue where the Mosin Obrez Match sway was incorrectly assigned, resulting in more sway than expected.
- Fixed an issue where a Bear Trap placed under a static Hunter’s feet would not be triggered until they moved.
- Fixed an issue where an ammo switch could sometimes skip the animation and allow a very quick follow-up shot.
- Fixed an issue where players could sprint while aiming down sights.
- Fixed multiple issues on the Maynard Sniper family where the percussion cap and hammer could be incorrect in certain scenarios.
- Fixed an issue where the Bomb Lance Harpoon would not be replenished when using the Full Restock Box.
- Fixed an issue for Fanning weapons where the ammo counter would display as though no ammo was being used.
- Fixed an issue where dual New Army Swift pistols could be reloaded when full.
- Fixed an issue where fired basic and Poison Arrows shared pickup logic, often resulting in loss of ammo when interacting with them.
- Fixed an issue where the Bomb Lance explosion would sometimes not deal splash damage.
UI Fixes
We have fixed over 100 UI bugs in this update; here are the most prominent ones.
- Lobby and Matchmaking[list]
- The game enters a soft-lock state under specific conditions during the matchmaking process for trios.
- The "Invite a Player" icon is missing after returning to the lobby from a Mission.
- A "Connection Error" prompt is displayed upon restoring the connection and reconnecting to a Mission.
- Starting the game when all regional servers have high ping results in the player being blocked from playing.
- Players are unable to create a party while on the Home screen.
- Redundant notification messages appear in the top-right corner of the screen after every Mission.
- Player statistics on the player card incorrectly display “Duos Wiped” instead of “Teams Wiped.”
- The Hunt Dollars pop-up is displayed when the player sells an item with multiple instances.
- Equipping Consumables in the 2nd, 3rd, and 4th slots while leaving the 1st slot empty may cause the navigation highlight to skip Consumables when navigating with a controller.
- Hunt Dollar prices are shown for Contraband weapons/items, even though they cannot be purchased or sold.
- The "Skins" button in the Gear screen appears greyed out, even for items that have available Skins.
- A delay may be observed when accessing Weapon Progression.
- Skins and Charms are not applied to the displayed item after returning to the Gear page from the store.
- Players are unable to purchase a non-Contraband version of a weapon if Skins are applied.
- Contraband icons are not displayed for Contraband Custom Ammo in Hunter equipment.
- Fixed Lobby Screen for Shooting Range not receiving all voice chat updates correctly
- Fixed M shortcut being able to trigger Mute All while using text chat box
- VOIP Audio Devices list in Options now updates on hardware change
- VOIP Mic Icons now remain visible when spectating other players
- Fixed Gamepad input while navigating the Death Screen menu registering as mic toggle input. Now, while the Death Screen is active, the input style will follow the menu behavior.
- Fix Alt-Tabbing keeping the Alt input stuck in a pressed state and therefore triggering Push To Talk
- Voice indicators are shown even when the player has muted all voice chats.
- The "Hide Voice Chat Icons" option does not hide the speaker indicator for allies.
- The Microphone Toggle Shortcut displays an incorrect state after reconnecting to the lobby.
- No voice chat indicator appears when the player is speaking while spectating a teammate.
- Weapons in non-English languages show Custom Ammo types associated with different weapons.
- Favoriting a Hunter with multiple copies favorites all instances of that Hunter.
- When attempting to buy a Skin, "Item available in bundle" pop-up may appear even if the Skin is not part of any active bundle.
- Activating Kill View from the Death Screen may cause a soft-lock.
- The Post-Mission Summary is displayed a second time after returning from the Team Details screen.
- At certain Prestige levels, the reward text mentions only Blood Bonds.
- Holding the analog stick left or right does not scroll through the list in the rewards pop-up.
AI Fixes
- Fixed an issue where the Spider could get stuck in the floor of the Ash Creek Lumber compound on the Desalle map
- Fixed an issue where the Hellborn would sometimes wiggle when recovering from a Choke Bomb
- Fixed an issue where sometimes the Hellborn would not do anything for a couple of seconds
- Fixed an issue where Hellborn attacks would sometimes display green and blue pixelated visual glitches
- Fixed an issue where the Shadow Crush Trait highlight would always be active on Rotjaw when she is out of the water
- Fixed an issue where sometimes Water Devils were not able to reach the player
- Fixed an issue where sometimes two Water Devils could attack the player at once
- Fixed an issue where sometimes a group of Water Devils would not merge at the Water Devil point closest to the player
- Fixed an issue where some blood visual effect would appear at the Water Devil’s spawn point when it was punched or shot after it had been killed.
- Fixed an issue where Water Devils would not deal any damage when 2 players entered the water
- Fixed an issue where continuously staying in contact with Water Devils would not cause less damage over time
- Fixed an issue where the Meathead could sometimes become unresponsive when chasing players
- Fixed an issue where Meatheads and their leeches would not react to nearby Beetles flying overhead
- Fixed an issue where killing an Immolator with a knife would cause it to be knocked back with excessive force.
- Fixed an issue where killing a knocked down Immolator with the Derringer Pennyshot would cause it to be thrown with excessive force.
- Fixed an issue where the Immolator would charge to the players unexpectedly fast when attacking them
- Fixed an issue where Immolators would inconsistently drop Throwables (i.e. Throwing Knives, Arrows, Bolts) upon bursting, depending on which body parts were hit. Drops are now consistent regardless of hit location.
- Fixed an issue where some AI could unexpectedly stand on the Meathead’s leeches
- Fixed an issue where Dragon Breath would unexpectedly only kill the bee swarms—from the Hive or Hive Bomb—when shooting at the ground.
- Fixed an issue where Grunts could unexpectedly start moving when shot in the legs in the “Kill All Grunts” tutorial
Community Tagged Fixes
- Fixed an exploit where certain items could be launched by shooting them with Poison Ammo
- Fixed an exploit where players were able to perform the Fusee cancel trick using the Gunslinger control scheme
- Fixed an issue where the Chat was only audible to enemy Hunters and not to teammates, regardless of proximity
- Fixed an issue where, after swapping weapons on a horse or saddle, parts of the weapon would appear to wiggle or move unnaturally
- Fixed an issue where players with the Packmule Trait could receive too many Beetles when quickly interacting with two Beetle cocoons in a row, potentially replacing Consumables in their inventory
- Fixed an issue where, in rare cases, players could encounter others without any audio cues revealing their positions
- Fixed an issue where multiple parts of Skull Taker’s outfit were twitching, both while alive and more noticeably after death
- Fixed an issue where users were unable to equip or discard the Red Dog (Dynamite Bundle) Contraband Consumable
- Fixed an issue where the Wellspring would not activate upon collecting the fourth Rift
- Fixed an issue where players could get stuck beneath the bridge near The Chapel of Madonna Noir
- Fixed an issue where equipping CAT, then switching to a different Hunter to equip another CAT, would cause a display error
- Fixed an issue where a part of Crossroads Walker’s outfit could pop into view at maximum FOV, such as when holding a Sparks rifle
- Fixed an issue where the Water Devil could deal damage through the floor
- Fixed an issue where the fog and lighting combination in a specific building at Deadfall Timber during sundown blocked player visibility
- Fixed an issue where the Hand Crossbow Bolt would disappear when firing immediately after switching ammo types
- Fixed an issue where, if two players shot the same target with Hunting Bows—one using Poison Arrows and the other using regular—neither could safely retrieve their Arrows
- Fixed an issue where players could see through the bricked-up windows on one side of a destroyed building in the graveyard area of Healing-Waters Church
- Fixed an issue where players could get stuck between the mound and the wall north of Blanchett Graves
- Fixed an issue where, when playing as Lulu, parts of her left arm would clip through her sleeve during certain animations
- Fixed an issue where boxes on extraction vehicles would disappear when viewed from long range
- Fixed an issue where using "Alt+Tab" to send the game to the background caused the game to register the "Alt" key as continuously pressed, unintentionally leaving voice chat active while in the background
- Fixed an issue where players could get stuck in the dual wield animation when switching to other weapons
- Fixed an issue where The Centipede had broken or cut textures on the hands
- Fixed an issue where some Dusters Skins would clip into the hand during the Bruiser's Twirl equip animation while running
- Fixed an issue where profile pictures and filter icons would flicker when selecting or deselecting a filter option
- Fixed an issue where, when inspecting the Survivor's Grip skin in 3D view and firing it, parts of the lever would remain static during the lever-action animation instead of moving correctly with the lever
- Fixed an issue where part of Luz Mala’s outfit would pop into view when using a 32:9 ultrawide display
- Fixed an issue where players could use the Dauntless Trait on explosives while desynced, causing the defuse sound to play without defusing the explosive
- Fixed an issue where the arms beneath the fur of Perchta: Dusk appeared too bright; they were noticeably darker in the Hunter's original release
- Fixed an issue where gamma settings were reset when tabbing out of the game
- Fixed an exploit where the player could fire multiple shots without reloading when switching ammo types
- Fixed an issue where, in low experience Missions, some users encountered players without any audio cues revealing their positions

- Rare crashes and freezes occur during gameplay and/or while loading into or out of a Mission
- Dead enemies' proximity voice chat can still be heard
- The heavy breathing audio continues to play if a player with the Surefoot Trait starts heavy breathing, then uses a Stamina Shot while sprinting
- The game occasionally stutters after closing the Xbox Home screen
- Filters in the damage history cannot be toggled on or off
- Unable to speak while using "Push to Mute" in team communication
- Bots sometimes fail to retreat, causing them to remain in hazardous zones like Water Devil territories or to heal while under attack, wasting their healing and eventually dying in place
- The search bar does not support Chinese input methods
- At the bridge between Kingsnake Mine and Stanley Coal Company, some cart textures disappear when players get close. The objects still have collision, causing players to bump into invisible carts
- Voice lines triggered by kills are not independently controlled from the Master and/or SFX volume settings
- Fire continues to burn Health Chunks if the player switches from healing with a First Aid Kit to extinguishing the flames using the "F" key
- Liquid Fire Bomb throws and fire patches on water do not deal any damage to Rotjaw during the fight