Hunt: Showdown Wiki

There are currently 5 game modes in Hunt: Showdown - Bounty Hunt, Bounty Clash, Soul Survivor, Tutorial and Shooting Range.

  • There may be up to 12 players in Soul Survivor, Bounty Hunt and Bounty Clash missions. These are the real games mods with pvpve.
  • Tutorial is strictly PvE with no option for co-op., to learn game basis.
  • Shooting Range can be played as solo or up to 3 teammates, just to test weapons and effects without match pressure.

Bounty Hunt[]

Bountyhunt

In this game mode, up to 12 players playing solo or in teams of two or three pit Hunters they've recruited and geared up against one another to take on contracts for bosses. Each game may take place on one of Hunt's four maps and will feature either one or two contracts on The Butcher, The Assassin, The Spider, and/or Scrapbeak. If the map as only one main contract, players generally can find a secondary "savage" boss, like Hellborn (in Colorado map) or Rot Jaw (in bayou maps). To narrow their search for the boss, players must investigate Clues, which can be found using Dark Sight.

Each Clue grays out a portion of the map where the boss is not, and upon collecting the third Clue, the exact location of the boss is circled in red on the map. A Clue will glow red with a specific warning sound when an enemy Hunter is within 30 meters, and the center of the Clue will be hollowed out if it has been taken by another player (Clues are not exhausted/destroyed when they are discovered).

To collect a boss's bounty, players must kill and banish the boss. Anytime before the final blow has been dealt to the boss, going into Dark Sight near its lair will activate 'quiet' or 'angry' whispers, and the relevant bounty token in the top left of the screen will flash white or red. Intense, angry whispers and a red-flashing bounty token indicate that an enemy Hunter is nearby. This information is not available to Hunters while the boss is being banished, leaving them vulnerable to attack from others vying for the bounty during this period.

When a player begins a banishment, all Hunters are notified and the bounty token in the top left displays % completion of the banishment. In both duos and trios, a banished boss drops two bounties. Upon picking up a bounty, Hunters are granted 5 seconds of enhanced Dark Sight, which indicates the vague location of nearby enemy Hunters with orange streaks. All other Hunters in the match can surmise the rough location of bounty carriers either in Dark Sight or on the map, indicated by lightning bolts.

Bounty hunt

Players who successfully extract--at one of the three random points along the edge of the map--with the bount(ies) are rewarded with Bounty Points, which are automatically converted into hunt dollars (a 1:1 conversion) and experience for both their Bloodline Rank and their Hunter (a 1:4xp conversion). Players who die or otherwise fail to extract lose their Hunter and his/her equipment and only gain half xp (though gun/tool/consumable unlock xp is unaffected) for their exploits.

Teams must stand within range of the extraction point for 30 seconds without any team member being downed to exit the mission. Players have 5 minutes to enter an extraction zone after all bounties have been extracted from a mission, or their Hunter is lost.

Notes[]

  • Fight solo, in duos or in trios (solos and duos can queue with duos or trios).
  • Queue against duos or trios (no solo only mode possible).
  • Players who make it out with their Hunters can select a number of Traits for them relative to how much experience they received.
  • Downed Hunters can be revived by teammates, but they lose their first health chunk permanently ('burned out health bar'). Some players prefer Hunters with large 50-health bars, which will auto-regenerate more health, while others prefer small 25-health bars, which will limit the health-lost when downed.
  • Burned out health bars can be regained by banishing a boss or by using Upgrade Points after extraction (i.e. a Hunter's burned-out health bars are not replenished automatically after extracting from a match).
  • Players can change the makeup of their Hunter's health bars (from big to small or vice versa) by spending Upgrade Points in the Hunter modification screen.
  • If a player dies with only one health bar that is not burned out, he cannot be revived and his Hunter is lost*. Hunters who have died in this manner are referred to as "redskulled", based off the visual indicator displayed.
    • *As of Update 1.7.2, "redskulled" teammates can now be revived by bounty-carriers at the expense of 50HP drained over the course of the revive. This action is also known as a "bounty revive".
      • Players performing this revive will not be able to kill themselves accidentally. If you have 50HP or less while performing this revive, it will stop at 1HP but will still finish the revive process.
      • It is not possible to perform this action over distance with the Necromancer Trait. You must physically interact with the “redskulled” teammate to take advantage of this ability.
      • There is no limit to how many times a bounty revive can be performed. Note that bounty revives do not grant XP of any form.
      • This revive is not time sensitive, meaning that as long as there is a bounty token on the map, redskulled players will always have a chance to be revived if any number of surviving teammates remain.
  • Not picked up Clues are red and play an alerting audio when an enemy is within 30m range (if you already took the Clue but the enemy didn't, you won't hear and see the alerting effect but your enemy will).
  • Looting a Hunter's body rewards a tool charge or a consumable, or if a Hunter has no room left for either, a hunt dollar amount ranging from $50-$1000 (effectively a cash register).
  • Hunt dollars and blood bonds that are looted from cash registers or the bodies of Hunters are lost if a Hunter is unable to extract.
  • Guns and equipment that are looted from players or the small orange consumable boxes (named tool boxes) scattered throughout the map are tagged as contraband upon extraction and cannot be sold. Contraband consumables have a storage limit of one per type, while guns have a storage limit of two (though different weapon skins have separate limits).
  • Players whose weapons have been looted will be equipped with whatever was exchanged for their weapons upon revival.
  • Every team's map grays out in the same way for each Clue they find; enemy Hunters' movements can be predicted with this knowledge.
  • Bosses enter (and never leave) a more aggressive state when Hunters enter the lair or make enough noise near it, so perceptive players can tell if a Hunter has been there before them.
  • In the instance of a two-contract game, the map indicates the sections in which each boss, and their respective Clues, can be found.
  • Entering Dark Sight gives a sound queue, so it is generally recommended to track Hunters carrying bounties with the map.
  • Beginning a boss banishment restores all burned out health bars for the whole team and fully heals all of your team. Health bar restoration can occur even when a teammate is downed, but if he is revived before the banishment, he will receive the full heal as well. It will not give healthbars back to a fully dead teammate.
  • When a player carrying a bounty is downed, anyone not already carrying that target's bounty can pick it up off his body, instantly gaining five seconds of enhanced Dark Sight.
  • When a player picks up a second boss's bounty, his enhanced Dark Sight is refreshed to five seconds.
  • The distance of the Dark Sight boost is from 125m up to 150m.
  • Dark Sight boost doesn't show the exact position of enemies. It shows their approximate position. While being closer to them also shows a more accurate position than when being further away.
  • Additionally, looting downed enemy Hunters or using a Clue of a second boss while in possession of a bounty rewards one second of enhanced Dark Sight (in addition to the usual reward), not exceeding five seconds for teams of 2 or 3 players. Solos can have up to 10 seconds with trait magpie.
  • Players carrying bounties can keep their precious enhanced Dark Sight using only normal Dark Sight to seek another clue and using secondary Dark Sight mod (enhanced Dark Sight) to seek others human players .
  • Players can wait to banish one boss until they have killed the other. This strategy risks providing an enemy team with the full heal of the banish and potentially escaping with the bounty, though.
  • After entering the extraction zone, players may exit without disrupting the countdown as long as at least one team member remains in the extraction zone.
  • If a player is downed in the extraction zone, teammates cannot extract until they are revived.
  • Hunters who are permanently killed at extraction do not disrupt the countdown for their teammates.
  • Enemy Hunters can contest an extraction by entering the zone, refreshing the countdown when they leave or are downed/killed.
  • All players are notified when a bounty is extracted.
  • It's possible to rarely find (mostly) low tier weapons in the mission.
  • The game automatically ends after 45 minutes, or five minutes after all bounties have been extracted. Every Hunter who is not in an extraction point when the countdown ends is lost.

Bounty Clash[]

Bounty clash

In this temporary quick game mode, up to 12 players are playing solo or in teams of two or three pit Hunters they've recruited and geared up against one another to take on contracts for bosses. Each game may take place in one of Hunt's compound and will feature only one bounty to collect on the already dead boss: Butcher, Assassin, Spider, or Scrapbeak.

To collect a boss' bounty, players must banish the already dead boss.

When a player begins a banishment, all Hunters are notified and the bounty token in the top left displays % completion of the banishment. Upon picking up the bounty, Hunters are granted 5 seconds of enhanced Dark Sight, which indicates the vague location of nearby enemy Hunters with orange streaks. All other Hunters in the match can surmise the rough location of bounty carriers either in Dark Sight or on the map, indicated by lightning bolts.

Players who successfully extract--at one of the two random points along the circular area demarcated around the compound--with the bounty are rewarded with Bounty Points, which are automatically converted into hunt dollars (a 1:1 conversion) and experience for both their Bloodline Rank and their Hunter (a 1:4xp conversion). Players who die or otherwise fail to extract lose their Hunter and his/her equipment and only gain half xp (though gun/tool/consumable unlock xp is unaffected) for their exploits.

Teams must stand within range of the extraction point for 30 seconds without any team member being downed to exit the mission. Players have 5 minutes to enter an extraction zone after all bounties have been extracted from a mission, or their Hunter is lost.

Differences between Bounty Hunt and Bounty Clash[]

  • Missions last 15 minutes only, against 45 minutes max in Bounty Hunt.
  • The map is limited around a compound area only. Players going out of the delimited area will have 20 seconds to come back in the authorized area or will be killed.
  • The boss is already dead at the start of the game, waiting to be banished. The banishment is also quicker in Bounty Clash.
  • There is only one bounty available for each game, and this bounty reward is less important than in Bounty Hunt (around 200 to 450 $).
  • During the upcoming Harvest of Ghosts event, a restoration kit and four shot boon envelopes are available in all compounds. Both cost one pledge mark and can be game-changers.

Soul Survivor[]

Soul survivor

In this game mode, up to 12 players compete solo in fast-paced battle royale-inspired gameplay to discover and defend the Wellspring against other Hunters. Players cannot choose to play as any Hunter from their roster in this game mode; instead, they are provided with a free Hunter. Players choose the Hunter's skin (within the Hunter tiers (I-III) available to their bloodline level) and weapon type (pistol, shotgun, melee, random), each option providing a random weapon from a small pool of low-grade variants.

Players spawn scattered across the map, which is littered with consumables and weapons. To have a chance at victory, they scrounge for better gear as they progress toward the Wellspring.

The player's Hunter is damned and must be saved by entering the Wellspring and remaining there until the time runs out. To narrow his search for it, he must activate four Rifts. When a Hunter finds the wellspring, his location is broadcast to the remaining Hunters on the map and in Dark Sight. He must be killed before any other Hunter can absorb the Wellspring's power. Only the Hunter who draws the final second of power from the Wellspring can survive; all other Hunters perish in flames. The player whose Hunter survives may recruit him with all his gear, Traits, and experience for free under the 'soul survivors' tab after the game.

Quickplay

Starter Equipment[]

Players always start with a melee tool (Knife, Knuckle Knife, Dusters or Heavy Knife) and a First Aid Kit. Initially, Hunters possess no Traits, but closing a Rift grants your Hunter a random Trait.

Random

  • A random weapon from one of the other classes

Medium Range

  • Nagant M1895
  • Nagant Precision
  • Hand Crossbow
  • Caldwell Conversion
  • Nagant M1895 Silencer
  • Nagant M1895 Dual Wield
  • Caldwell Conversion Pistol Dual Wield
  • Nagant M1895 Silencer Dual Wield

Short Range

  • Specter Compact
  • LeMat Mark II
  • Romero Handcannon
  • Caldwell Rival Handcannon

Melee

  • Cavalry Saber
  • Machete
  • Combat Axe
  • Railroad Hammer
  • Baseball Bat

Notes[]

  • Every second spent with the wellspring grants one bounty.
  • The wellspring, which starts at 450 points, is drained from the beginning of the match, and all bounty that is drained prior to its activation is lost.
  • Other players can track the wellspring carrier with the map or in Dark Sight. When within 150m range the wellspring carrier is highlighted in orange in the same way that Dark Sight Boost functions in Bounty Hunt.
  • Rifts that haven't been closed glow red and emit a low groan when an enemy is within 30m (if you already closed the Rift but the enemy didn't, only your enemy's Rift will enter this state)
  • If the player holding the wellspring kills another Hunter, it is instantly depleted by 25 points.
  • If a player kills the wellspring carrier, their success is broadcast to all remaining Hunters.
  • If all other Hunters perish, the wellspring carrier gains the remainder of the wellspring and his soul is saved after 4 seconds.
  • The winning Hunter's weapons and equipment are marked as contraband and cannot be sold for money.
  • The winning Hunter gains experience for monster and player kills and can be played in Bounty Hunt after being recruited in the Soul Survivors tab.
  • Only four soul survivors can exist in the special recruitment tab; any soul that survives while this tab is full will replace the oldest soul survivor.
  • After dying, Hunters may spectate any of the remaining players - and learn from them.
  • Soul Survivor's rewards--well-equipped soul survivors and bounty for closing Rifts and holding the wellspring--can give players a strong financial and gameplay advantage over recruiting and outfitting Hunters in the recruitment tab.

Gallery (Outdated)[]

Tutorial[]

Tutorial

The tutorial mode is an offline PvE mission. It can always be replayed, so it is a good way to test and optimize weapon and consumable use, but the rewards can only be acquired once.

In the training mode, you can only travel between 6 compounds: Cyprus Huts, Davant Ranch, The Slaughterhouse, Healing Waters Church and Lockbay Docks. There are three difficulties available.

Basic[]

Tutorial Basic
  • Simple unarmed enemies only, in fewer numbers
  • More ammunition supplies and health stations
  • A contract target (Butcher) with 25% health
  • Lootable alternate weapons near the target's lair

Reward[]

50 Blood Bonds

Advanced[]

Tutorial Advanced
  • More armed basic enemies
  • A few advanced enemies
  • A target (Butcher) with 50% health
  • Lootable alternate weapons near the target's lair

Reward[]

75 Blood Bonds

Professional[]

Tutorial Professional
  • All enemies, basic and advanced, in normal numbers
  • A regular amount of ammunition supply and health stations
  • A target (Butcher) with 100% health
  • No weapons to loot near the Target's lair

Reward[]

125 Blood Bonds

Shooting Range[]

Shooting-Range

The Shooting Range takes place in a repurposed version of Fort Carmick, where players can find a collection of Weapons, Consumables, and Traits to try out. The Shooting Range has 5 main areas: short, medium, and long-range shooting galleries, a throwables testing space, and a projectile penetration testing space.

The Shooting Range has a series of gameplay features to help players better test and understand Hunt's arsenal:

  • Target Dummies
    • The range is populated with custom dummies for players to test their loadouts on. These dummies represent actual Hunters: they have 150 Health Points and suffer from status effects just like regular Hunters. When downed, these dummies reset after 3 seconds.
    • These dummies are also visible in Dark Sight, to help players locate targets at further ranges.
  • Floating Damage Indicators
    • Only in the Shooting Range, all damage dealt by players to dummies is represented with a floating damage indicator. These floating numbers spawn at the impact location of a projectile or, in the case of status effect-induced damage, are centered on the target. The indicators are colored to distinguish between standard damage and damage dealt by status effects.
  • Ping Range Indicator
    • Players can gauge distances in the Shooting Range using the ping function. This displays a range indicator from their current position to the ping marker's position. Teammates' ping markers also have range indicators.
  • Custom Respawn Options
    • When downed in the Shooting Range, players always have 2 options to revive themselves: either by Reviving in place, with fully restored health, or by Respawning, which will take the player to a safe location nearby with fully restored health and a replenished inventory.
  • Multiplayer Options
    • Players can join the Shooting Range with a group of up to 3 players. They can either join as a team, in which case they deal only partial damage to one another, can see each other’s outlines, and have access to teamplay features, or they can join as solo players, in which case full damage is dealt and players are unable to be revived by others, also becoming lootable.
    • Whatever happens in the Shooting Range stays in the Shooting Range—none of the kills, deaths, or weapons picked up or dropped will be carried over to the rest of Hunt. The Shooting Range is a purpose-built sandbox for players to experiment in and hopefully gain a better understanding of Hunt's unique gameplay.