Despite my lack of skill in Hunt: Showdown, it remains my favorite game due to its unique charm. Just like many players, I may eventually part ways with a game if the losses become too frequent and the experience stops being enjoyable. However, I continue to play this horror-western extraction shooter, despite my infrequent victories, because of its captivating features. The sound design is both immersive and informative, while the character designs in the artwork are diverse and intriguing. Despite knowing that failure is likely, I still find myself drawn to this no-holds-barred PvPvE game.
During their ongoing seventh anniversary celebration, the game Hunt: Showdown has launched its newest event titled Garden of the Witch. I recently had a chat with some members from the Hunt: Showdown team at Crytek. The difficulty level was one of my main concerns, but we also discussed other topics such as how the audio design significantly contributes to the Hunt experience and the possibility of seeing Hunt: Showdown in other formats, like films or television series, in the future (a hint: it appears probable).
In the detailed conversation that follows, we discuss strategies aimed at smoothing out Hunt’s learning process while preserving its distinctive harshness.
In celebration of TopMob: Hunt: Showdown marking its seventh year, can you share some key achievements or memorable events that stood out in the game’s history?
Dennis Schwarz, the Design Director, highlighted that some of the most memorable instances in the game were tied to the events conducted. One of the earliest, which took place in 2021, was dubbed ‘As the Crow Flies.’ It was the inaugural event where the community collaborated to unveil Scrapbeak. This event resonated deeply with both the community and our development team, and it served as a solid foundation for further developments.
A notable occasion occurred in 2023, as we surpassed our previous peak of simultaneous users with the launch of Rotjaw during ‘Tide of Shadows.’ It was a truly satisfying experience for us to witness such enthusiasm for a new enemy/Wild Target. Additionally, it was an incredible feeling for the team when we noticed this significant milestone in the CCU record being shattered!
Indeed, more recently, we shattered yet another record following the launch of Hunt: Showdown 1896. This event marked a significant milestone for us, as it coincided with the introduction of CRYENGINE 5.11, the latest map Mammon’s Gulch, and numerous other updates. Despite experiencing some initial issues, the response to Mammon’s Gulch was exceptional and something we continue to take great pride in.
Discussing the development and refinement of Hunt’s unique audiovisual design is a key aspect for our team. When I engage in gameplay, it seems as though every element has been deliberately positioned and carries significant weight for both the game’s atmosphere and survival within it. Moreover, the audio elements are incredibly informative. Could you elaborate on the process of discovering and expanding upon Hunt’s distinctive style throughout the years?
In our game design, we established audio as a significant foundation from the beginning, experimenting with how sound effects could enhance our core theme of “hunting.” For instance, gunfire would echo throughout the entire map, while distant animal noises indicated their location and behavior. Players swiftly began creating mental maps based on the sounds they heard, using this information to plan their movements or avoid certain areas.
In Hunt, although there are elements of the supernatural, the game is primarily earthbound, distinguished by its rough weaponry and the technological constraints of its time. Every action you take generates noise that might reveal your location. By acknowledging this aspect, we’ve been able to develop a distinctive audio environment where sounds such as squeaking wooden planks, shattered glass on the ground, or rustling chains with a bucket hanging could potentially signal danger if not handled carefully.
Over the years, the community of players for the live-action game Hunt has significantly influenced its evolution by providing valuable feedback that leads to modifications in the game.
Schwarz: Absolutely, the community’s feedback plays a significant role in our decisions. One method we employ is by conducting event surveys, which provide us with valuable, data-based insights about what people enjoy or dislike, and what they expect more of. Additionally, we closely monitor online platforms frequented by key players such as Reddit, Steam, Discord, and others to gather feedback and stay connected with the community.
In this new version, we’ve made adjustments, particularly focusing on game equilibrium. Players expressed concerns about certain weapons/ammo types being imbalanced or disrupting gameplay in ways they found unsatisfactory, so we’ve scaled back some options that sparked these issues. There are numerous enhancements planned for the game over the course of the year, including UI modifications, which are a hot topic among players.
With the release of our 2.0 update, we introduced another adjustable feature – the crosshair. Since Hunt’s initial launch, the crosshair was positioned lower on the screen. While some players appreciated this aspect, others advocated for a change. To accommodate both groups, we made it possible for players to choose between a centered and a lowered crosshair with the update.
Is there anything in the game that the community has expressed a desire to change, but Crytek views as essential and not open to alteration when it comes to Hunt’s unique character? After all, the opinions of a game’s community don’t always align with what the developers believe is crucial for the game’s identity, right?
As a dedicated gamer, I’ve taken valuable insights from the gaming community and crafted my own unique spin on certain aspects of the game. This way, gameplay remains engaging while ensuring a harmonious balance with the collective voice of our amazing community.
In response to repeated suggestions from our community, they’ve been asking us to incorporate a “Roaming Boss” in the game since Early Access. However, such a feature didn’t align well with the style of boss fights found within the Compound Arena in Hunt. To find a middle ground, we introduced the concept of Wild Targets, which appear outside specific compounds but don’t move freely like a roaming boss would. This new element made its debut with the release of Rotjaw.
How has Hunt undergone numerous transformations, particularly in the recent update from last year? To what extent are you content with the game’s current process of welcoming newcomers? I find the game extremely challenging, yet I’m captivated by its difficulty. However, it might be a deterrent for some. Do you believe the game is excessively tough, and if so, is that a flaw or an intentional aspect? If you are still considering this, what alterations might players anticipate in the future to make the game more accessible?
Schwarz: Onboarding is crucial to us. We understand that although some players find our game appealing due to its challenging nature at times, the path to enjoying it can be tough and occasionally frustrating for many, leading them to either persevere or give up before reaching that point.
As we progress, we aim to introduce additional enhancements to help newcomers gradually adapt to the game at their own pace. It’s true that Hunt is challenging by design, which is part of its allure for many players and a quality our community looks forward to. However, we are dedicated to making the journey of becoming an experienced Hunter more seamless and enjoyable.
In contrast to 2018 when Hunt was launched, there are significantly more extraction shooter games available today. These live-service games not only compete within their own genre but also face competition from other games outside of it. Given this highly competitive landscape, how does the development team plan to maintain success in the long run?
Schwarz: We’re really proud of our main gameplay design and the immersive experience that Hunt provides, thanks to its one-of-a-kind setting and features. The look and feel of Hunt is exceptional, standing out from other gamesand when you factor in our unique sound and music elements, like the Port Sulphur Band, an exclusive in-game band, we deliver something truly special.
Looking ahead, there’s no shortage of intriguing games coming up, but we remain certain about our unique qualities and advantages, which we will continue to leverage as we steer Hunt towards a promising future.
Absolutely, it sometimes involves taking a brief pause, considering the previous changes, making necessary adjustments when needed. We aren’t flawless, but having such an enthusiastic community who generously provide constructive feedback about their vision for the game and help steer us in the right direction is truly fortunate. In the end, our lasting relationship with you, our players, has been instrumental in keeping us on track through the years.
Today marks the commencement of the “Garden of the Witch” event, which brings about a transformation in our weekly challenge system. Let’s delve into the reasons behind this change and understand how it might influence the way players engage with the game.
Sam Tunnel, Game Designer: The reason for overhauling the weekly challenge system was to introduce more game diversity. It seemed that the same weapons and ammunition were being utilized each week to complete challenges, with some weeks seeing most teams using identical items due to identical challenges. By rotating these weekly challenges every week, players will now experience a wider range of games, and there’ll be less incentive for teams to rely on the same items.
From a collaborative standpoint, gamers can still join forces to overcome tasks, as numerous tasks are flexible and interconnected (for example, Player X might have a task like “Inflict damage with rifles” while Player Y has a task like “Inflict damage with Frontier 73C”). This arrangement will necessitate a bit more teamwork and lead to fewer repetitive game items.
In addition to this occasion, it deepens the ongoing tale that lies beneath every move in Hunt. The concept of live-service storytelling is an engaging, emerging aspect in gaming. How significant is the team’s focus on the game’s grand narrative and mythology? Might the Hunt narrative expand into other media formats, like films, TV shows, or comics?
As Nicollette Kyle Stewart, Lead Narrative Designer, we find that live-service games offer us exceptional chances for intriguing storytelling, which is an area we plan to keep exploring. Storytelling is essential for any fictional universe, and a game’s richness, immersion, and authenticity hinge on its world-building. Each element in the game – whether it be a Hunter, weapon, or location – contributes to unraveling another piece of the larger narrative. Our website Mythos provides a wealth of information about Hunt lore, and that’s merely the surface of what’s yet to be discovered.
Regarding venturing into storytelling mediums beyond gaming, we’ve already achieved remarkable results by leveraging our music for this purpose. The Port Sulpher Band, who are both an integral part of the game’s narrative and a real-life band composed of Crytek developers, drop a new single for every event. Each song spins another tale set within the Hunt universe.
As a gaming enthusiast, I can’t wait to delve deeper into the captivating universe of Hunt, as its narrative promises an extraordinary journey. Rest assured, there’ll be further adventures unfolding in this enticing world.
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2025-03-28 00:11