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Poached : Hunt The Hunter News

Early Access Update V0.8.8.9

[p]NOTE: The next major update after this one (V0.9) - is one of the biggest updates planned this year, with over 100+ changes, so please stay tuned for that, there will also be some supplementary V0.8.9.x updates prior to that, in the meantime:[/p][p][/p][p]New enemy “D.N.A.” system[/p][p]The game uses procedural outfit mixing (pants, tops, hats, skin tones) to keep enemies cohesive. Sometimes identical looks still appeared together, which broke immersion. The new D.N.A. system assigns each generated outfit a short signature and checks it against recent ones, steering generation toward fresher combinations while preserving the style.[/p][p]
New environment: Guest Lodge[/p][p]A full new area. Entry is different here: arrive by vehicle and drive to the gate. The gate is locked at night, so plan a daytime visit. Find the entrance past the tavern on the right, or follow the lodge waypoint in your vehicle.[/p][p]
New mission[/p][p]Poachers have invaded the guest lodge and are squatting across two buildings. Clear both interiors. This brings tight indoor FPS combat to a usually wide-open world. Supplies on site are limited, so come prepared. It’s a bonus mission: you can’t save during it, but you can save after completion. Once done, the lodge opens for business and you receive a small cash advance from the profits as thanks.[/p][p]
New achievement[/p][p]A trophy has been added for clearing all enemies out of the guest lodge.[/p][p]
Improved enemy ragdolls[/p][p]Collider passes and joint tuning reduce contorted poses, improve foot contact, and produce more believable collapses. The ragdoll algorithm is also faster.[/p][p]
Improved enemy weapon drops[/p][p]Dropped weapons sometimes landed upright. A new drop routine accounts for mass and shape so they fall, bounce, and settle more naturally.[/p][p]
Improved enemy blood[/p][p]Fixed shader glitches and optimized the effect path for smoother visuals with lower overhead during heavy action.[/p][p]
Optimization[/p][p]Many small tweaks improve frame pacing and responsiveness, along with general AI stability and behavior refinements.[/p][p]
Flock fixes[/p][p]Bird flocks at drone charging stations behave correctly again. They land at designated spots and take flight when you approach.[/p][p]
Bug fixes[/p][p]Numerous issues resolved. Details omitted here to avoid spoilers for new players. Ask if you want a full list.[/p][p]
NPC Death Tracking[/p][p]New conditions let the game track who is alive and who is not. Follow-up missions will no longer play radio messages from NPCs who have died.[/p][p][/p][p]For more info, follow our social pages or contact me at [email protected], or join our Discord.[/p][p][/p][p]-Rob \[Ingozi Games][/p]

Early Access Update V0.8.8.8

[p]AI & Combat Behavior[/p]
  • [p]Fixed an issue that caused wandering enemies to get stuck during patrol routes.[/p]
  • [p]General improvements to enemy A.I. responsiveness and pathing.[/p]
  • [p]Optimized internal patrol algorithms for better CPU efficiency.[/p]
  • [p]Enemies now react more realistically to sniper kills—no longer charging toward the shooter but instead taking cover and laying suppressive fire to avoid the same fate.[/p]
[p][/p][p]Environment & World Polish[/p]
  • [p]Improved grass color consistency and terrain transitions across various biomes.[/p]
  • [p]Reduced terrain grass texture memory usage for better performance.[/p]
  • [p]Improved some Outskirts areas.[/p]
  • [p]Improved some underground cave areas.[/p]
  • [p]Sun shafts now only appear during the day—no more rays beaming down from stars or the moon.[/p]
  • [p]Fixed an issue where duck ragdolls would disappear or behave erratically at screen edges.[/p]
  • [p]Implemented optimized duck ragdoll cleanup to reduce memory overhead.[/p]
[p][/p][p]Tutorial[/p]
  • [p]Fixed a progression-blocking bug in the tutorial's second section.[/p]
  • [p]Made the second tutorial section skippable to improve replayability and pacing.[/p]
  • [p]Polished several tutorial tooltips for clarity and consistency.[/p]
[p][/p][p]Weapons[/p]
  • [p]Fixed the on-screen scale of the sniper rifle to better match perspective and feel.[/p]
  • [p]Improved on-screen visuals of the shotgun for a more powerful and grounded presence.[/p]
[p][/p][p]Ostrich Racing[/p]
  • [p]Ostrich race no longer shows the score/race selection menu the first time you visit in a new game. It now unlocks naturally after the first race like it did in earlier builds.[/p]
  • [p]Fixed issues that could prevent ostrich race courses from unlocking.[/p]
  • [p]Restarting or starting a new game now resets the ostrich race tournament, making it fully replayable per character/save.[/p]
[p][/p][p]Mission Updates[/p]
  • [p]Enhanced environmental and structural detail in Mission 1.[/p]
  • [p]Added additional optimization modules to Mission 1 to improve framerate and stability.[/p]
[p][/p][p]Core Gameplay & Systems[/p]
  • [p]Fixed a rare but critical bug where dragging the vehicle with the unarmed slot while entering could cause it to freeze and stop turning. Extremely difficult to reproduce or trace, but confirmed fixed by all alpha testers.[/p]
  • [p]Improved some post-game elements (details redacted to avoid spoilers).[/p]
[p][/p][p]Quality of Life[/p]
  • [p]New achievements added for reading (or at least skimming) all inbox emails at your caravan.[/p]
  • [p]Improved audio balancing across radio stations.[/p]
  • [p]Fixed some various internal null reference errors.[/p]
  • [p]Cleaned up and refactored various code modules for improved stability and maintainability.[/p]
[p][/p][p]It's also now been 2 years since the game first launched into early access, so that means it's only 1 more year until the final launch! I will still continue supporting the game after the launch, but the content will be final by August 26 2026.[/p][p][/p][p]More updates to follow!!!!!![/p][p]As always - thank you for playing.[/p][p][/p][p]Happy hunting.[/p][p]-Rob[/p]

Early Access Update V0.8.8.7

[p]This update includes some new content for players who have completed the game in the post-game sandbox mode as well as general game improvements.[/p][p] [/p][p][/p][p]Gameplay:
[/p]
  • [p]Braai meat now shows the ° degree symbol when showing the temperature of each side of the meat, so that it is less confusing as to what those numbers are. [/p]
  • [p]Added more Easter eggs to discover. (And polished some existing ones)[/p]
  • [p]Standard Shotgun has been nerfed, as it was far too good at headshots from a distance and I didn't want to just make shotgun shells more expensive as shotguns are fun up close.[/p]
  • [p]Improved headshot hit detection against tactical enemies that are cover-locked & crouching.[/p][p][/p]
[p]
Bug Fixes:
[/p]
  • [p]Fixed a new issue causing the possibility to get stuck in options menu if accessed from the main pre-game menu.[/p]
  • [p]Fixed new issue causing the vehicle camera to not rotate when first entering the vehicle.[/p]
  • [p]Fixed an issue that could break cause the vehicle to go into a weird "Tokyo-Drift" mode.[/p]
  • [p]Fixed issue causing the matches requirement for lighting a braai to not be implemented, meaning you could even throw your matches away via drop in the inventory and still light a fire afterwards. Lighting the fire now also consumes the inventory item, so to light a new fire matches must be purchased from the store. This was originally the intended behavior but some issues were preventing this from happening. [/p]
[p]
Graphics:
[/p]
  • [p]Improved driving at night appearance and reduced tree shadow flickering.[/p]
  • [p]Improved dirt/grass texture blending in tutorial/shooting range terrains.[/p]
  • [p]SSR now enabled by default on all new installations.[/p]
[p]
Optimizations:
[/p]
  • [p]Optimized internal scripting used for distance waypoint markers. [/p]
[p][/p][p]Tutorial: [/p]
  • [p]Made it easier to hear commander from a distance.[/p]
  • [p]Changed song found on collectible secret radio so it's not the same as the one found in the shooting range.[/p]
  • [p]Neatened some scene geometry/set dressing.[/p]
  • [p]Prevented camera animation from playing if player attempts to run during the sections where running is disabled.[/p]
  • [p]Added additional control based tooltips.[/p]
  • [p]Fixed issue that caused player to instantly die if the vehicle is destroyed during the tutorial.[/p]
  • [p]PC is no longer accessible from the tutorial, as this over-complicates things.[/p]
[p][/p][p]Shooting Range: [/p]
  • [p]Removed a useless rocket pickup, as the RPG is not available in the shooting range.[/p]
  • [p]Added missing colliders and physics to the empty fuel cannisters.[/p]
  • [p]Fixed an issue with some of the shotgun shells falling through a table.[/p]
  • [p]Optimized internal scene memory usage.[/p]
  • [p]Fixed a Grenade pickup that was mislabeled as "GRENADE (1)"[/p]
[p][/p][p]Warehouse: [/p]
  • [p]Improved detail of certain tech.[/p]
  • [p]Flashlight pickup can no longer be found here, only in the caves. I wanted it more hidden for maximum reward, the lantern is fine for most lighting situations.[/p]
  • [p]Removed placeholder tapes, will re-enable them as audio logs are added so as to create a clear distinction that all tapes are audio tapes.[/p]
  • [p]Fixed some objects, such as pieces of paper that had rigidbody components but shouldn't.[/p]
  • [p]Fixed some missing colliders.[/p]
  • [p]Simplified some of the scene geometry.[/p]
  • [p]Improved warehouse outer material texture quality.[/p]
[p][/p][p]Chapter 2: [/p]
  • [p]New mission content. Just follow the "?" waypoint after completing the final boss fight.[/p]
  • [p]Destroy all 14 pieces of mining equipment after the main game![/p]
  • [p]New hidden cave.[/p]
  • [p]New secret cryptid lore! The legendary Grootslang.[/p]
  • [p]Optimized the rendering of mining equipment and hydraulic excavators to use world streaming like everything else in the game.[/p]
  • [p]Noise complaint mission will now have the mining equipment if it has not yet been destroyed.[/p]
  • [p]New cave environment.[/p]
[p][/p][p]New Achievements: [/p]
  • [p]Destroy all mining equipment after the main game.[/p]
  • [p]Locate the cave of the Grootslang.[/p]
[p][/p][p]Other Changes/Additions: [/p]
  • [p]Improved enemy angular response time damping.[/p]
  • [p]Some small improvements to enemy reflexes.[/p]
  • [p]Some other small A.I. improvements.[/p]
  • [p]Added some better blending on one of the terrain optimization volumes.[/p]
  • [p]Improved enemy patrol walking animation stability.[/p]
  • [p]Added a slider to control the amount of mouse smoothing.[/p]
[p][/p][p]I have approximately 10 more updates planned for this year with new content and missions as well as some other requested mechanics such as weapon customization and other game modes. Next year the game content will continue being updated up until its final release out of Early Access in August 26 2026, after which the game will continue being updated and fixed for an additional year, although at that time all content will be finalized.[/p]

Early Access Update V0.8.8.6

[p] Gameplay:
[/p]
  • [p] Added a new timer for Mission 4, when waiting for backup so that the waiting section of the mission will always end after 2 minutes so as not to frustrate the player. (Since the player cannot leave this location until backup arrives.)
    [/p]
  • [p] It is now easier to pull your bakkie out of the mud/trees/rocks etc when stuck.
    [/p]
  • [p] Added a few additional helpful tooltips to the tutorial levels.
    [/p]
  • [p] Brought back the "Carver" enemy. A poacher that can be found in the act of carving up a large animal, while not actually that threatening due to the delay they require to get their weapon - they do pose as some kind of threat and also add to the atmosphere. They had been removed while working on the new animation system but they are back now, in limited quantities.
    [/p]
  • [p] Bullet Proof vests now won't be carried over to the camping bonus interlude mission as it defeats the purpose.
    [/p]
  • [p] In Mission 8, there was a radio transmission warning about rewired drones AFTER the game U.I. warns the player. This has now been synchronized.
    [/p]
[p]
Bug Fixes:
[/p]
  • [p] Fixed a new issue causing an exploit that made the player invincible when driving a vehicle.
    [/p]
  • [p] Fixed a recurring bug that caused Mission 4 to be incompletable for some players.
    [/p]
  • [p] Fixed missing bullet "whiz" sounds from 90% of poachers.
    [/p]
  • [p] Fixed issue causing Warehouse Interior level to have flashlight on by default even if the player does not yet own the flashlight.
    [/p]
  • [p] Fixed missing advanced spine animations from the rhinos in the tutorial.
    [/p]
  • [p] Fixed issue causing some enemies in Chapter 2 to not bleed.
    [/p]
  • [p] Fixed issue causing animals to sometimes be found running around the reserve at full speed but while using a slow walking animation.
    [/p]
  • [p] Fixed new issue that caused enemy weapons covered in blood (only on 'Extreme' violence setting) to play a weird animation on the blood when covering a players arms.
    [/p]
  • [p] Fixed an enemy that would freeze upon death, that was only found in Mission 1 when playing on 'Hard'
    [/p]
  • [p] Fixed an issue that would cause stampeding animals found outside the main reserve to be able to stampede into another animal of the same species who is currently dormant and get stuck.
    [/p]
  • [p] Fixed some missing waypoints introduced in previous updates.
    [/p]
  • [p] Fixed bug that made it possible to exit your vehicle in mid air, leaving it frozen suspended above the ground.
    [/p]
  • [p] Fixed some invisible walls in Mission 5 that the B.I.R.D. scout would keep crashing into.
    [/p]
[p]
Graphics:
[/p]
  • [p] Fixed a rare yet specific 1 frame visual glitch when entering the vehicle which would occur only after getting into the vehicle , and then switching to third person mode, then exiting the vehicle and re-entering the vehicle again.
    [/p]
  • [p] Fixed small issue with '?' waypoint showing small corner pixels at night in the alpha edges of the image square.
    [/p]
  • [p] Fixed missing blood decals from rhino ragdolls, a new issue that was introduced in a recent update.
    [/p]
  • [p] Increased realistic placement reaction of some rhino ragdolls.
    [/p]
  • [p] Fixed some ragdoll issues causing zebra ragdolls to disappear when on the edge of the screen.
    [/p]
  • [p] Improved stormy weather wind transition.
    [/p]
  • [p] Fixed a few issues with General Van Jaarsveld' eyelid texture when blinking in the obstacle course.
    [/p]
  • [p] Improved goat & zebra animation transition from walking to running.
    [/p]
[p]
Other Additions & Improvements:
[/p]
  • [p] Added subtitles back to introduction speech to match new audio.
    [/p]
  • [p] Scorpions are no longer invincible.
    [/p]
  • [p] Added missing button highlight in graphics and advanced graphics menus for the "back" buttons for each menu respectively.
    [/p]
  • [p] Systematically fixed all missing references of all types in all 30+ game scenes.
    [/p]
[p]
Optimizations:
[/p]
  • [p] Optimized nature ambience SFX sample rate memory footprint.
    [/p]
  • [p] Limited the amount of bullet decals enemies can make.
    [/p]
  • [p] Optimized the culling of certain permanent blood decal fixtures in the map, such as larger decals used as set pieces in poacher camps. (As opposed to dynamically created decals made with bullets)
    [/p]
  • [p] Optimized camping interlude code.
    [/p]
  • [p] Removed some unused enemies from various scenes that were still stored in memory.
    [/p]
  • [p] Removed some unused coverpoint placeholders.
    [/p]
  • [p] Improved the usage of inner reserve animal culling to disable the more intelligent animals when the player is away from home.
    [/p]
[p]

[/p]

Early Access Update V0.8.8.5

[p]Gameplay:
[/p]
  • [p] Shotgun now keeps the aiming reticle when performing A.D.S. since it doesn't function the same as a classic scope aim, allowing for much more accurate usage of the shotgun.
    [/p]
  • [p] Larger animals such as Rhinos that are hanging out closer to the main reserve will now attempt to avoid the poachers if they get too close by relocating. This doesn't guarantee their safety in all situations, but can avoid a few mishaps and keeps things cleaner in terms of general gameplay.
    [/p]
[p]
Graphics:
[/p]
  • [p] Improved tranquilizer dart rifle texture.
    [/p]
  • [p] Added advanced spine rotation animation to stampeding hippo.
    [/p]
  • [p] Fixed some grass in Hippo Mission with too low LOD threshold and thus were popping into existence too easily.
    [/p]
  • [p] Fixed foot IK clipping issue with General Gideon when sitting on camping chair during Mission 1/2 bonus interlude camping mission.
    [/p]
  • [p] Fixed "Lions Heart" powerup from making screen almost impossible to see anything, an issue introduced in V0.8.8.2 when switching over to linear color space.
    [/p]
  • [p] Fixed a minor graphical issue causing waterfalls to cast shadows in a really weird way.
    [/p]
  • [p] Fixed issue causing zebras to disappear when slightly off screen and if player is very close.
    [/p]
  • [p] Improved appearance of main weapon scope lens when viewed from hip-fire mode.
    [/p]
  • [p] Improved appearance of the rare Combat Shotgun weapon.
    [/p]
  • [p] Fixed weird appearance of bulldozer window glass, as seen in Chapter 2.
    [/p]
[p]
Bug Fixes:
[/p]
  • [p] Fixed rhino ragdoll issues in introduction scene/speech.
    [/p]
  • [p] Fixed bug causing introduction speech to not automatically go to the next scene without player intervention when completed.
    [/p]
  • [p] Fixed a new bug introduced in V0.8.8.2 that was causing 3 of the enemies in the hippo bonus mission to just stand still after being either killed or tranquilized.
    [/p]
  • [p] Fixed issue causing silenced tranquilizer rifles to play the louder sniper rifle audio.
    [/p]
  • [p] Fixed issue in hippo bonus mission causing hippo to run on the spot.
    [/p]
  • [p] Cardboard boxes outside tavern are no longer un-destroyable. [/p]
  • [p] Fixed issue where exploding your vehicle could sometimes reset your radio entirely, have replaced for a randomization (in the event of this situation) to help players discover more songs than they normally would hear in a single play session.
    [/p]
  • [p] Fixed a NavMesh issue causing some enemies to walk through building in Mission 5.
    [/p]
[p]
Other Additions & Improvements:
[/p]
  • [p] Changed Steam store page screenshots to match the latest game version.
    [/p]
  • [p] Improved hippo movement animation when circling a tree.
    [/p]
  • [p] Improved audio quality of ranger stuck in tree during hippo mission.
    [/p]
  • [p] Edited mission objective in hippo mission to be clearer about what the poachers are actually looking for, in this case not horns - but tusks.
    [/p]
  • [p] Added an automatic checkpoint in hippo mission in case player is killed by a hippo so they don't have to start from the beginning of the level again.
    [/p]
  • [p] Added cover points to enemy ambush in Hippo bonus mission.
    [/p]
  • [p] Increased hippo stampede accuracy.
    [/p]
  • [p] Added a new radio mission message for Hippo Mission Part 3.
    [/p]
  • [p] More audio balancing on enemy voices.
    [/p]
  • [p] Added more variation to nature ambience.
    [/p]
[p]

Optimizations
[/p]
  • [p] Optimized hippo scene memory footprint.
    [/p]
  • [p] Tavern location on map is now also streamed into memory when near like other locations to maximize performance when fighting inside the main reserve or anywhere other than near the tavern. [/p]
  • [p] Moved all remaining waterfall zones into the world streaming system, the entire world outside the main reserve is now essentially steamed in from memory when needed to lower the memory load on slower/older devices.
    [/p]
  • [p] Some minor scene optimizations in general, related to animal locations during missions.
    [/p]
[p]

[/p]