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Dreadhunter News

Caves

For a long time, we felt that non-sci-fi maps needed significant improvement—and now it's here! After this update, all cave-like environments finally look more natural!
Plenty of new rooms have been added, along with a new system for smarter procedural generation.



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[VERSION 0.203] Caves

* Environment - New procedural systems for generating cave-like environments
* Environment - New wall variations added to environments
* Environment - New bridge variations added to environments
* Environment - New rooms added
* Added option to toggle off Aim Assist for controller in Controls Settings
* Tightened constraints for targeting destructible objects with Melee attacks

Environments - Round 4

If you remember our first trailer we've come a long way since the Early access release.

In this update we've added new systems to our procedural generator to enhance environmental variety and enemy density. With more rooms in the mix, navigating the terrain and engaging in combat are even more fun!

Work on the UI continues, bringing it closer to a polished, professional look.

Let us know what you think!



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[VERSION 0.202] Environments Overhaul 4

* Environment - Many new rooms added
* Environment - New wall variations added to environments
* Hard difficulty is now unlocked from the start
* UI - New item mods icons to distinguish what they do
* UI - Skill Tree + Ability Tree nodes visibility boosted
* UI - Abilities list updated
* UI - Inventory item info and Mission description panels improved
* UI - Minor fixes
* Number of items and mods appearing in the Shop increased
* Minimap has different lines for cave-like environemnts
* Electro weapons Ammo increased
* Fixed interaction priority for Modding/Stash to prevent item loss by accidental drop in that area
* Fixed walls in some environments flickering when changing elevation

Act III is live!

Dreadhunter Act III is here, bringing extra content and a major visual overhaul! We've added +100% more items and +50% game time.

[previewyoutube][/previewyoutube]

Thanks to enhanced details, improved materials, and added effects, the game looks better than ever. Plus, we’ve finally added keybindings and video settings—and the content has tripled since the EA release!



New content and updates since the Act II release:

* Visual overhaul - improved materials, more detailed environmentes, foliage, effects and more
* +100% items
* New electro gun type and related armor sets
* New enemies
* New abilities
* New story missions
* New environments
* New bosses
* New mods and skill tree nodes
* New systems (Shock, Ricochet, Split, Supports-summons)
* Video settings
* Keybindings
* Improved onboarding and tutorial
* New sounds, animations, effects




The game is coming together, and we appreciate any constructive feedback as we work on the final Act IV. We read every comment!



Enjoy the update, and if you like what you see, please tell your friends about the game!

Act III Coming soon

We had planned to release Act III by now, but the team got hit by the flu, so we had to postpone it.

No worries, though—we’re already wrapping it up! You’ll be able to explore plenty of new environments and take on the new Act boss very soon!

Onboarding and Tutorial

We've just enhanced the first-hour experience of the game, introduced several quality-of-life features, and updated language localizations for the newest items.

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[VERSION 0.113] Onboarding

* When your Light gun runs out of ammo, character switches to Medium instead of Heavy gun now
* Full heal on Level-up
* Added gained money effect in Shop when selling items
* Added hint for unlocking newly found Abilities in inventory
* CS, DE, FR localizations updated
* Items description clarity improved
* Character portraits improved
* Fix - Shock getting applied as permanent without proper duration