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Early Access Update V0.8.8.4

A standard routine update featuring various fixes, improvements and quality of life adjustments. I'll be back again in a few weeks with another content based update (focusing largely on Chapter 2 this time), in the meantime the current update change notes are as follows:

  • Fixed some navmesh issues near gazelle herd that caused animals and in some cases enemies to walk through a few of the rocks or huts.
  • Improved shotgun appearance as well as fixed a one sided normal causing a see through face by the loader grip.
  • Fixed an issue with water at a certain waterfall cycling between specular color maps while standing in-between 2 separate waterfall zones used for asynchronous level zone streaming.
  • Fixed bug with gazelles that would sometimes cause their movement and animations speeds to not be synced.
  • Fixed some cactuses in Delta Zone that were missing their impact damage, and some with missing colliders.
  • Increased amount of enemies in Mission 3 to balance out O.P. new rifle.
  • Rebaked all navmeshes for each level, adding special optimizations based on which areas enemies will be in that part of the game.
  • Improved shotgun aiming A.D.S. appearance, while also removing the traditional scope type A.D.S. for the shotgun weapon as it does not fit the model in the same way an actual scope weapon does. This also means that the shotgun, unlike other weapons - will retain the reticle while holding down the aim button.
  • Some more removal of trees growing in places that makes no sense.
  • Fixed some missing colliders on tires in various zones.
  • Patched up a hole in a fence that lead to a dead area.
  • Removed some trees that were intersecting giant rocks, some of them almost entirely engulfed by the rocks.
  • Removed some more invisible trees growing entirely obscured, rendered yet never seen.
  • Smaller animals such as wild dogs and warthogs will now remove their colliders when killed in the wild.
  • Fixed issue with some areas being locked out for the game demo, but also being locked in the main game - such as PC, Ostrich Racing, Garage, Shebeen, Caves.
  • Fixed a few LOD culling distances on some items that were far too extreme, causing for example a rock to noticeably pop into view in the distance as you are walking.
  • Improved rhino stampede animation when rotating and taking corners/turning.
  • Some small memory optimizations.
  • Fixed issue with testing cheat code "day length in minutes" erroneously showing in vehicle garage regardless of code status.
  • Increased the price of sniper rifle ammo purchased from the camp shop as a game balance.
  • Fixed issue causing meat to stop cooking entirely on all sides once only one side becomes burnt, based on a timeout that now leaves meat left on the fire to burn entirely.
  • Completing a bonus interlude such as the camping interlude mission now awards a decent amount of XP/score.
  • Improved lighting in caravan to not obscure in-game computer screen.
  • Optimized shooting range memory footprint and file size.
  • Metal targets in the shooting range now make a realistic target sound when shot.
  • Fixed visual water plane intersection glitch by fishing pond.
  • Improved RPG weapon material appearance.
  • Some visual improvements to the Mission 6 warehouse interior back walls which previously were mostly rendering as plain black patches.
  • Fixed navmesh issues in Mission 7 that would cause enemies to walk into rocks near the warehouse.
  • Added some more Easter eggs, but I obviously won't be elaborating further on that.
  • Fixed a (recent) bug that could cause some enraged rhino to stampede in a frozen state and thus run on the spot in an endless loop.
  • Fixed incorrect screen space ambient occlusion in shebeen that was causing characters to have a perceived glow outline.
  • Improved groundskeeper NPC character clothing and hair material.
  • The groundskeeper no longer wears sunglasses inside, but will when appropriate.
  • Groundskeeper is now appropriately labelled in the U.I. so you know exactly who I am referring to.
  • Improved the visual quality of the 'Fumigation' shebeen random event.


While it may seem like just another background NPC, the groundskeeper actually notices everything that happens on the reserve—and even has its own fully developed A.I. system that hasn’t been activated yet. More missions involving this character will be added once the voice acting is complete and we reach that stage of development. This character plays a much larger role in Chapter 2 and beyond, and expanding their story is a key part of the release roadmap—including new missions and narrative content, even for players who have already finished the main game.

And just a quick reminder—the game is still in development until August 26, 2026, so if you have any suggestions or feedback, there's still plenty of time to share them!

Thanks again to everyone who's provided feedback so far. I've nearly hit 2,000 copies sold—a modest milestone, but a meaningful one for a solo developer like myself, and for the talented voice actors helping bring this world to life. Your support means the world to us, and I’m genuinely thrilled that so many of you are enjoying the game as much as I’ve enjoyed making it.

And of course, a huge thank you to everyone who’s purchased the game. I hope you’ve been enjoying the updates, and I’ll keep them coming.

Speak soon.

- Rob/Twelv (Ingozi Games)