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Developer Insight- Upcoming UI Improvements


Hunters,

Thank you all for your feedback since the release of Hunt: Showdown 1896, especially regarding the UI changes. Your insights have been invaluable. We recognize that some of our recent redesigns fell short of delivering the functionality and usability you came to expect.

Many of the changes were initially aimed at improving the console player experience, but we understand now that some of the new screens sacrificed functionality that was key to the PC experience.

Today, we’re going to discuss the screens we are prioritizing to adjust throughout the year: Loadouts, Team Details, Post-Mission Summary, and the Pause Menu.

Loadouts Redesign

The loadout screen is critical for quickly equipping favorite setups, but the current design isn’t making this process intuitive. Here’s how we’re improving it:

  • Custom loadouts will return to a vertical list format, so we can display 10 custom loadouts at once.
  • Both custom loadouts and Hunter loadouts will now display side-by-side to reduce memory strain.
  • Actions for overwriting and selecting loadouts will be clearer.
  • The Gear screen will display the name of the loadout being edited to reduce confusion when stepping away from the game.
  • A “Loadouts” tab is being added to the top navigation for quicker access, especially the lobby.




Team Details

The current Team Details screen presents a lot of icons and colors while only showing a few teams at once. Our redesign aims to simplify and enhance this experience via the improvements below:

  • The number of teams displayed will increase.
  • A three-color icon system will clarify actions:

    • Gold represents your actions.
    • Blue represents your teammates’ actions.
    • Red represents enemy actions.

    This color-based icon system aims to make actions and interactions clearer and more consistent.


  • Numbers and tooltips will now display for items with multiple instances, reducing the need to decipher multiple icons.
  • The Legend has been moved to the actions menu, allowing more of the screen to remain visible in the background. It’s now more compact, with items organized into groups.
  • Timelines for all teams will toggle open simultaneously, eliminating the need to manually activate them one by one.




Post-Mission Summary

While our goal was to modernize the post-Mission summary, we’ve realized the removal of Accolade Cards and their animations detracted from the game’s identity. Here’s how we’re addressing that:

  • After a Mission, players will immediately see their Accolades, complete with new animations to celebrate your achievements.
  • A comprehensive Mission Stats screen and Weekly Challenge progression will follow, putting critical information front and center.
  • Sub-menus will be consolidated into tabs at the top to streamline navigation and reduce friction.




Pause Menu Enhancements

We’ve prioritised context and quick access to critical information in multiplayer Missions:

  • The game will now remain visible in the background of the pause menu, preserving situational awareness.
  • Your team’s loadouts will move out of sub-menus and be the first thing you see for quick reference during Missions.

After implementing these updates, our focus will shift toward refining other planned Quality of Life improvements. Along the way, we’ll also identify and introduce smaller adjustments to further enhance your overall experience.

Equipment Skin Selection

We’ve heard your feedback about the inconvenience of navigating to a separate menu to select Skins for your equipment. To address this, we’ve brought Skin selection directly to the Equipment Grid.

  • Integrated Skin Selection: Players will be able to toggle through their owned Skins for their equipment directly within the Equipment Grid.

  • Future Enhancements: We’re also working on improving the flow for equipping Charms and Equipment Animations, with more details to come later.




Recruit Free Hunters

We’ve heard your concerns about the difficulty of comparing recruits effectively. To address this, we’re reverting to an older design:

All four Hunters and their loadouts will now be visible simultaneously, reducing memory strain and back-and-forth navigation.



Hunter Details Improvements

PC players have often felt that the Hunter Details screen was redundant, since they could interact with all widgets present directly from the previous screen. The primary concern was having to navigate to a separate screen for actions that felt too similar. To address this, we are removing the distinction between the two screens, creating a more seamless experience. We aim to make Hunter Details a focused view of the active roster while retaining access to your other Hunters.

  • Integrated Hunter Grid: When a Hunter is selected, the grid will now minimize to the bottom of the screen, allowing quick access to other Hunters without leaving the current view.

  • Streamlined Transition: Hunter Details will act as a transitional screen, letting you maintain focus on your current Hunter while keeping other options easily accessible.

  • Top Navigation: The top navigation bar will now remain visible in Hunter Details, providing direct access to other key screens like Loadouts, Lobby, and Store.




Events Screen

To improve the flow between the Battle Pass rewards screen and the rest of the UI, we are streamlining navigation and functionality.

  • Direct Access to Rewards: Clicking the Battle Pass tab in the top navigation now takes you directly to the Rewards screen, removing the need for an intermediate menu.

  • Integrated Event Details: Other Event-related screens, such as Event Details, will now be accessible directly from the Rewards screen.

  • Equip/Recruit Items Directly: Players can now equip unlocked equipment and Skins, as well as recruit Hunters, directly from the Rewards screen. This eliminates the need to navigate to other screens to use newly unlocked equipment or Hunters.


Visual Improvements

Feedback about our rarity backgrounds indicated that they felt out of place, being overly colorful compared to the rest of the UI. Our team has worked to ensure these elements align better with the overall aesthetic while enhancing the focus on equipment and Hunters.

  • Lighting Updates: All equipment and Hunters will now feature improved lighting, making them stand out more against dark backgrounds and reducing their grey tones.

  • Refined Rarity Displays: Rarity colors are now more subtle, shown in the corners of items instead of dominating the background. This change ensures the items themselves remain the primary focus while keeping the rarity indicators consistent with the UI’s overall look.


Lobby Improvements

We’ve heard your feedback on the Home screen and Lobby, and will share our progress in an upcoming update. Our goal is to unify Lobbies into a single screen while also improving party management with these much-requested features:

  • Adding the ability for Duos to matchmake a random third player.
  • Retaining parties when switching game modes.
  • Allowing any party member (not just the leader) to send invites.
  • Enabling PC players to invite two players at once.
  • Allowing party leadership to be transferred between members.


We’re committed to making Hunt: Showdown 1896 the best experience it can be. These updates reflect our dedication to listening, learning, and improving based on your feedback. We look forward to bringing these improvements to you throughout 2025. Thank you for your continued support—we couldn’t do this without you.

NOTE: All the images featured in this post are not final and are subject to change before the final product is released.

– Your Hunt: Showdown 1896 team








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Crysis 4 has been put "on hold", developer Crytek has announced, as it becomes the latest in the ever-growing line of games companies to push the big layoffs button. It's let go an estimated 15% of its 400 staff, meaning in the region of 60 people are affected.

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Developer Insight - Welcome Desert Rose



Back in December, we released an Event trailer that featured first look at an upcoming Hunter—Desert Rose. Immediately we saw a huge response from the community, with many of you clearly excited to see her drop.

Today, we're excited to finally bring Mercy Scribner, the sharp shooting Desert Rose, to the Hunt store. As she becomes available in-game for the first time, we thought we'd share a little backstory and character lore to introduce our latest Hunter.

Desert Rose: Broken Mirror

She could only hope that it wasn't too late.

With the barrel of her Bornheim still smoking, Mercy Scribner exited the arena to thunderous applause, just like she always did after a performance for Carter's show. This time though, her heart was racing. Not from the thrill of the success, but from the dread that had bloomed in her stomach upon seeing the audience member in the front row—a little girl—who clutched a stuffed teddy bear. Memories from before she'd left the circus dominated her mind's eye with sudden, hellish visions:

Two beautiful circus bears, roaring in agony as their bodies were pulled together by the Corruption, amalgamating into a single being of untamable rage and pain and fear.

People running, screaming for their lives as they were chased by cackling clowns holding meat cleavers.

The look on the ringmaster's face when he realized she'd been right all along.

As the memories haunted her, Mercy busted through the swinging door to her powder room, then sat on the little stool before the vanity. The sight of her reflection, which showed no hint of the upset within, was the straw that broke the horse's back. You should have tried harder to stop it. Without even meaning to, she clenched her fist and broke the mirror with one hard punch. Ribbons of blood curled around her knuckles, but she hardly noticed.

She'd tried to warn him. That “stone" had trouble written all over it from the start—nothing good ever came from unprompted promises of great power. Of course, the ringmaster thought he knew best, laughing off her concerns as though she were a child who thought that shooting stars were a sign of end times.

But the more time that passed, the more convinced she'd become that it was just a regular rock peddled by some unhinged snake oil salesman. That the real trouble was all the result of the ringmaster's dream for something better for his traveling show, that the Corruption had sensed his desperation and passion and saw an opportunity, taking root in his circus from behind the mask of that worthless stone.

Putting herself in danger was hardly a worry—when it came down to it, Mercy had known that she could hold her own with a blindfold on. But those little girls who came to see her land all those impossible bullseyes would have been exposed to the danger as well. She'd refused to accept it in the end, leaving without so much as a goodbye.

“You okay, little miss Blue Skies?" Carter filled the open doorway behind her. She hadn't even noticed him appear. “Thought I heard some sort of commotion in here."

She stared at the broken glass on the vanity and the floor, the destroyed mirror. “I've got to go back," she said, just above a whisper, only fully realizing the truth of it once it fell from her lips. The shattered mirror before her was how she saw the ringmaster now—fragmented, in pieces. Despite her anger over everything that'd happened, she couldn't bring herself to let him go down like this.

“Pardon?" Carter shifted his weight nervously as he watched her stand and start packing her guns. “Go? Mercy, you're the best act we've got—"

“There are more important things," she responded curtly. “It's time for me to be a little less Blue Skies and a little more Dust Devil."

Carter knew her well enough to realize that trying to reason with her would be pointless. He let out an exasperated sigh as he watched her finish packing.

“What if you don't find what you're looking for?" he asked as she headed out.

Mercy paused, looked to the side as she considered how to answer. “I'll either find what I'm looking for," she told him, “or I'll die trying. Goodbye, Carter. Thanks for everything."

And then she was off, headed to the place called Mammon's Gulch, where the circus was last rumored to be spotted. After days of riding and eating rattlesnakes roasted over the campfire, she saw the first sign: a lone, lime-green balloon, tied to a supply post, its rubbery skin unnaturally warm and lined with impossible veins.

She pulled a pin from her hair and popped the balloon, almost swearing that she could hear the fading screams of trapped souls in the burst before all was quiet again...

Update 2.2.2 Now Live!



Hunters,

Update 2.2.2 is live! Check out the full list of changes below.



Weekly Challenges:
  • Updated Weekly Challenge sets.




[h2]META[/h2]

The following new weapons, variants, and Custom Ammo have been incorporated into the progression system:

  • Rifles
    • 1865 Carbine Aperture – 2nd unlock in the 1865 Carbine Family
    • Maynard Sniper Silencer – 2nd unlock in the Maynard Sniper Family
    • Krag Silencer – 4th unlock in the Krag Family
    • Chu Ko Nu – Bloodline Rank 1
  • Pistols
    • Sparks Pistol Silencer – 5th unlock in the Sparks Family
  • Special
    • Chu Ko Nu Explosive Bolt – Bloodline Rank 1
    • Chu Ko Nu Incendiary Bolt – Bloodline Rank 1
  • Consumables
    • Recovery Shot – Bloodline Rank 1




  • Fixed an issue where the purchase confirmation audio would get stuck if a Bloodline purchase was canceled while holding down the "Yes" button or pressing the space bar
  • Fixed an issue preventing progress in the "Make Hunters Bleed" Weekly Challenge when landing headshots with the Shredder, Centennial, or Scottfield
  • Fixed an issue where the description of Jesse Buchanan: Survivor overlapped with the Unlock Requirement lock icon and text when the game was set to the French language
  • Fixed an issue where the description of Oliver Whitman: Survivor overlapped with the Unlock Requirement lock icon and text when the game was set to the French language
  • Fixed an issue where the last chambering sound would be incorrect when reloading a completely empty Specter
  • Fixed an issue with the description text of the "Ambrose Hazen: Veteran" Hunter in the Japanese, Polish, and German languages, where the text was overlapping, making it difficult to read and understand