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Hunters Inc News

UPDATE #9 - Addressing Your Feedback!

Greetings Hunters!

First of all, we'd like to say a big thank you to everyone that has played the demo, made videos, streamed the game or taken the time to give us feedback. We have really enjoyed watching you all play!

For this update we collected all the feedback from across multiple channels, along with some observations of our own, and rolled out a huge number of improvements (full list below!)

As always, please let us know your thoughts on the changes here in the forums or over in our Discord Channel. Your feedback helps us make the game the best it can be, and we appreciate you taking the time to let us know what you think!

Below is a list of everything we have added in Update #9:


[h2]UPDATES & IMPROVEMENTS[/h2]

[h3]Classes[/h3]
  • Tracker - 25% more attack speed (all attacks)
  • Tracker - Stab damage increased from 10 to 25
  • Tracker - Flurry damage increased from 15 to 25
  • Tracker - Range reduced from 250 to 150
  • Shaman - Skull fire now applies burning status effect to enemies
  • Shaman - Increased rate of fire on Scythe
  • Shaman - Fixed issue where skull melee was using scythe damage
  • Berserker - Reduced the amount grenades bounce
  • Berserker - Increased grenade damage and reduced frequency
  • Blacksmith - Reworked blunderbuss reload
  • Blacksmith - Increased number of pellets in shot
  • Blacksmith - Reduced Ammo count
  • Blacksmith - Improved FX to make gun feel more powerful


[h3]Monsters[/h3]
  • V1 Implementation of new Boss - Mantara!
  • V1 Implementation of new Boss - Ursanox!
  • Spider Queen - Added choppable parts
  • Spider Queen - Added hit reactions
  • Spider Queen - Added weakposts to legs
  • Razan - Fixed issue where players were not being thrown off by spin after chopping the tail
  • Decreased knockback applied to chopped monster parts by battle cry
  • Significant improvements to monster spawning system.


[h3]World[/h3]
  • Savannah - Continued decoration pass
  • Added significantly more supply barrels to the world
  • Added destructible cart to improve visibility for barrels
  • Tuned the amount of enemies that spawn in a module based on module size
  • Added tumble weeds to Savannah
  • Added trees to Hub
  • Created secondary mission objective for killing snails


[h3]UI & UX[/h3]
  • First pass of localisation system
  • New class select screen - Provides more info about classes
  • New map select screen - Can now enter specific biomes
  • Upgrades - Added level label to upgrade tiers
  • Upgrades - Added label to clarify "hold to unlock"
  • HUD - Now says "max" when at max stamina to reduce confusion about why apple can't be eaten
  • HUD - Now says "Full" on interact prompt to reduce confusion about why items can't be picked up
  • Tutorial - F1 Arrows now trigger on tutorial
  • Tutorial - Added big banner to clarify the mission is a tutorial
  • Improved tutorial dialogue
  • Made E the default interact key
  • Updated kill marker to only show on ranged kills
  • Now show the HUD in the Hub
  • Updated damage chevron
  • Updated map screen images


[h2]BUG FIXES[/h2]
  • Fixed - Enemies occasionally spawning in the ground
  • Fixed - White grass present in Savannah
  • Fixed - Berserker Sword inheriting Scout dagger info
  • Fixed - Issue with missing textures in tutorial level
  • Fixed - Visual artifact on kill marker
  • Fixed - Clients crashing when respawning in Hub
  • Fixed - Missing interact prompt
  • Fixed - Client not able to pickup items when host at max
  • Fixed - Variety of issues related to input
  • Fixed - Raptor mission spawning insufficient enemies
  • Fixed - Blacksmith being able to pickup Blunderbuss bullets


[h2]KNOWN ISSUES[/h2]
  • [Rare] Loot and XP awarded from mission may not be accurately reflected in hub inventory
  • [Rare] Returning to hub may cause upgrade station to be missing content. To fix leave and rejoin session


As always if you would like to talk with us or have any questions about the game, we look forward to chatting with you in our Discord Channel

It's time to play Monster Hunter again, but now you're an Orc

The release of Monster Hunter Wilds brought with it the usual comments about the hypocrisy of a series that wants to both protect ecosystems and grind them up for parts. "When will Monster Hunter just be honest about its desire to endlessly turn dragons into pants," we lamented to ourselves. "When will the Monster Hunters recognise - nay, embrace the fact that they are the biggest Monsters of all".


We could have saved ourselves a few thousand words and just pointed at Hunters Inc, instead. It's basically a first-person low-budget Monster Hunter game in which the Hunters are Orcs. Orcs do not do self-deception, as a rule. They do not go for sanitised violence or anthropocentric fantasies about becoming "nature's caretakers". They are straightforwardly happy to club things to bits. Looks like ludonarrative consonance is back on the menu, boys!

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Join the Hunt! Hunters, Inc. Demo Available Now!

Greetings Hunters!

Big News - The demo for Hunters, Inc. is out now! In this demo you'll get to experience:

  • Full co-op functionality - up to 4 players
  • Tutorial to teach you the fundamentals of hunting
  • Full access to the first biome
  • 2 mission types - Boss Hunt and Extermination
  • Monster dismemberment and crafting parts
  • Upgrade for each class up to the first 2 tiers for primary weapons.


We'd like to say a big thank you to everyone that has taken part in the playtest so far. Your feedback and suggestions have really helped us identify areas of the game that needed improvement and it has come along way since our very first closed alpha.

Now the demo is out, there will be a few changes to how we conduct playtests - most notably we will be moving into closed beta. Anyone with existing access to the playtest app will periodically be invited to join in scheduled playtest sessions to try out new features and content. These playtests will be less frequent than our current update schedule, but contain bigger, meatier updates and only run for a fixed period of time. For example, we might run a 2 week playtest to try out a new biome, with all new monsters and hazards.

As always, please let us know your thoughts on the changes here in the forums or over in our Discord Channel

Thanks again for all your support and can't wait to see what you think of the demo!


Below is a list of everything we have added in the Demo Update:

[h2]NEW FEATURES[/h2]

[h3]New World Generation[/h3]
  • Created new map generation logic
  • Added new modules with improved verticality
  • Pass of spawners and gameplay markers
  • Updated Landscape material
  • Added more foliage to all modules
  • Disabled collision on small rocks
  • Created a tool to check monster paths - should result in fewer instances of getting stuck


[h2]UPDATES & IMPROVEMENTS[/h2]

[h3]Classes[/h3]
  • Scout - Gave Scout wisp grenade
  • Shaman - Gave Shaman Healing Grenade
  • Created first 2 tiers of upgrades for all class primary weapons


[h3]Health[/h3]
  • Stopped Raptadons dropping meat on death
  • Reduced the number of pigs spawned in levels
  • Added stack limits to health items and prevent multiple stacks of same item


[h3]Difficulty[/h3]
  • Made Raptadon HP / DMG scale with mission difficulty
  • Made Raaagh (the legally distinct battlecry) harder to gain from combat
  • Pass on Monster HP and weapon damage
  • Fixed issue where weakspot damage was compounding causing MASSIVE DAMAGE


[h3]Bosses[/h3]
  • Razan can no longer have retreat event interrupted by stunning
  • Charge attacks no longer ignore armor plates
  • Added weakspots to Spider Queen legs


[h3]Misc[/h3]
  • Added ability to cut off Raptadon head and collect loot
  • Added label to inventory in upgrade screen



[h2]BUG FIXES[/h2]
  • Fixed - Extract event was not working on all levels
  • Fixed - Spider queen not moving occasionally
  • Fixed - Monster corpses occasionally falling through floor for clients
  • Fixed - Eating meat no longer causes multiple items to be consumed
  • Fixed - Issue with boss monster health not scaling properly based on player count
  • Fixed - Post processing issues on new map
  • Fixed - Issue where boss monsters were being spawned by small enemy spawners causing bad placement
  • Fixed - Issue where mobs were spawning "asleep" and never waking up
  • Fixed - Issue where raptors were spawning instead of pigs in tutorial
  • Fixed - Bug where Shaman hunter vision only showed snail hp
  • Fixed - Bug where shield spiders were spawning but were invisible
  • Fixed - Mismatch between Raptadon counts in mission screen and hud


[h2]KNOWN ISSUES[/h2]
  • [Rare] Loot and XP awarded from mission may not be accurately reflected in hub inventory
  • [Rare] Player input may occasionally enter a locked state - dash or jump to fix
  • [Rare] Game may crash on reviving team mates
  • [Rare] Returning to hub may cause upgrade station to be missing content. To fix leave and rejoin session


As always if you would like to talk with us or have any questions about the game, we look forward to chatting with you in our Discord Channel

OPEN ALPHA: UPDATE #7 - RAPTADONS ATTACK!

OPEN ALPHA: UPDATE #7

Greetings Hunters!

We're back with a new enemy and new mission type and an exciting update to the end of round extraction event. We hope that this will address the feedback that extraction felt a little anti-climactic in its previous incarnation and up the ante when it comes to getting out with those valuable monster parts!

In addition to adding new gameplay features we also spent alot of time improving the lighting and performance of the game. This should make the game look better and make combat and navigation feel *even* snappier. In this milestone we also carried out a big overhaul of the mission spawning logic giving us more control over where, when and how enemies spawn in the world!

As always, please let us know your thoughts on the changes here in the forums or over in our Discord Channel

Below is a list of everything we have added in Update #7:

[h2]NEW FEATURES[/h2]

[h3]New Enemy! Raptadon[/h3]
  • Tougher, faster, stronger elite type enemy
  • Can be found roaming the world in packs in all mission types
  • Created new mission type that revolves around Raptadon hunting


[h3]Extraction Event! Mother Nature is ANGRY![/h3]
  • Completing a mission now triggers an extraction event
  • Mother nature creates a powerful storm that makes the world more hazardous
  • Increase the frequency of enemy spawns and puts them in a frenzied state!


[h3]Tutorial Mission[/h3]
  • Created a tutorial mission to onboard new players
  • Automatically loads the first time you play
  • Can be skipped by choosing "Abandon Mission" from the pause menu


[h2]UPDATES & IMPROVEMENTS[/h2]

[h3]Classes & Weapons[/h3]
  • Improved the position of weapons in first person view
  • Weapon tuning pass - reduced damage of blunderbuss and skull
  • Shaman can now refill skull juice with Boom Fruit
  • Arrows can now be refilled with wood bundles from broken trees


[h3]UI & UX[/h3]
  • Added Guildmaster Goboo message for Raptadon mission progress
  • Removed Croco health bar
  • Damage numbers now in screen space instead of world space, and tuned visuals
  • Added different color damage numbers for different damage types
  • Reduced size of Mission Success / Failure banners
  • Entering / Exiting a mission now fades in and out nicely
  • Replaced mission numbers with more orc-y names


[h3]Miscellaneous[/h3]
  • Razan weakspot is now disabled when horn is broken
  • Blood now appears on weapons during combat!
  • TUMBLE WEED NOW TUMBLES ! AND CAN BE GRABBED!


[h3]Tech[/h3]
  • Significant framerate improvements
  • Significant overhaul to lighting and post processing!
  • Added nav blocker - means fewer instances of enemies pathing or getting stuck in walls!
  • Refactored enemy spawning and mission generation flow - means we have more control over how and where enemies spawn!
  • Bundle spawning - means we can now spawn authored packs of enemies for more control over the combat experience!



[h2]BUG FIXES[/h2]
  • Fixed - Occasional issue with being unable to pickup dropped meat
  • Fixed - Minor issue with hunter vision icon appearing twice
  • Fixed - Scout now has the correct color forearms and legs
  • Fixed - Non-shaman classes we able to see aggro lines against skybox
  • Fixed - Map showing all razan missions for clients
  • Fixed - Spider Queen missing death animation
  • Fixed - Minor issue with Guildmaster Gobbo message obscuring countdown timer


[h2]KNOWN ISSUES[/h2]
  • [Common] Razan corpse may disappear for clients
  • [Rare] Loot and XP awarded from mission may not be accurately reflected in hub inventory
  • [Rare] Player input may occasionally enter a locked state - dash or jump to fix
  • [Rare] Game may crash on reviving team mates
  • [Rare] Returning to hub may cause upgrade station to be missing content. To fix leave and rejoin session


As always if you would like to talk with us or have any questions about the game, we look forward to chatting with you in our Discord Channel

OPEN ALPHA: UPDATE #6.1

Greetings Hunters!

In this update we are continuing to iterate on the game based on the feedback we have been getting, and taking a bit of time to squash bugs in preparation for creating our public demo.

As always, please let us know your thoughts on the changes here in the forums or over in our Discord Channel

Below is a list of everything we have added in Update #6.1:

[h2]NEW FEATURES[/h2]

[h3]Stack Limits[/h3]
  • Players can no longer carry infinite amounts of items
  • Stack limits have been applied to ranged weapons, grenades, stamina apples, small meat and big meat
  • HUD updated to reflect stack limits


[h3]Auto Hoover[/h3]
  • Small items will now be automatically picked up and consumed if possible
  • Stamina apples, small meat and bomb fruit are categorized as small items
  • Can still drop items for team mates


[h2]UPDATES & IMPROVEMENTS[/h2]

[h3]Miscellaneous[/h3]
  • Removed the ability to pickup thrown weapons that do not belong to you - even if playing as the same class as the thrower
  • Improved visualization around spider spawning. No more warping into sight
  • Improved the visibility of ammo crates
  • Improved the visibility of how Razan parts are held in first person
  • Ammo crates now show up in Blacksmith hunter vision
  • Reduced sprint speed


[h3]UI & UX[/h3]
  • Updated Main menu
  • Updated pause menu
  • Reduced size of elements in HUD
  • Added key for hunter vision to HUD
  • Added custom mouse cursor


[h2]BUG FIXES[/h2]
  • Fixed - map preview showing previously selected image
  • Fixed - Razan parts falling through the world
  • Fixed - Airship countdown timer not triggered on first entry
  • Fixed - Host name tag disappearing
  • Fixed - Getting stuck i-frame (invulnerable) after a dash
  • Fixed - Spinning orkyte
  • Fixed - Clients becoming invulnerable
  • Fixed - Tracker and Shaman skin colors being swapped
  • Fixed - Being unable to drop meat
  • Fixed - Bomb fruit still being collected at max stack count


[h2]KNOWN ISSUES[/h2]
  • [Rare] Loot and XP awarded from mission may not be accurately reflected in hub inventory
  • [Rare] Player input may occasionally enter a locked state - dash or jump to fix
  • [Rare] Game may crash on reviving team mates
  • [Rare] Returning to hub may cause upgrade station to be missing content. To fix leave and rejoin session


As always if you would like to talk with us or have any questions about the game, we look forward to chatting with you in our Discord Channel