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Mistfall Hunter News

Dev Team FAQ #1

[p]We are truly grateful for your profound interest in our first Developer Update! Here is a quick rundown of the most frequently asked questions and their answers![/p][p][/p][p]Q: When will the next Mistfall Hunter playtest begin, or when will the dates be announced?[/p][p]A: We’re taking the necessary time to implement meaningful improvements. As always, we truly appreciate your passion and patience as we work toward the next stage. We’ll share all relevant information through our official communities once the time is right.[/p][p][/p][p]Q: Sorcerers felt overwhelmingly strong in the recent playtest. Will this be addressed?[/p][p]A: The Sorcerer has always been intended to be a "glass cannon." However, due to some class design elements not being fully adjusted, there were moments where Sorcerers somewhat dominated the battlefield. Sorcerer's abilities are on the list for tuning to bring them more in line with overall class balance. While their burst damage will remain a defining trait, they’ll no longer be able to "delete" enemies in mere seconds. At the same time, we’re introducing a few basic tools to help Sorcerers survive various situations with low stamina.[/p][p][/p][p]Q: Mercenary's movement feels a fit stiff. Will this be improved?[/p][p]A: Each class is designed to have a distinct playstyle and role, and the Mercenary is intended to excel in head-on combat rather than stealth-based approaches. That said, some adjustments are planned to improve their mobility, though don't expect Mercenaries to be as agile as Shadowstrixes. Additionally, Sword and Shield mercenaries damage will be enhanced to support a more aggressive frontline role, giving them more agency in battle as opposed to the block-spamming gameplay they are currently best known for.[/p][p][/p][p]Q: What does the shooting mechanic rework for Blackarrow mentioned in the Developer Update actually mean?[/p][p]A: This refers to a few technical adjustments aimed at preventing certain forms of unintended exploitation. These changes are purely backend and will not affect normal gameplay or how the class feels.[/p][p][/p][p]Q: Have you considered adding dynamic events and new features to runs?[/p][p]A: New features aimed at making exploration more dynamic are actively being considered. While specifics can’t be revealed yet, several fresh mechanics beyond those seen in previous playtests are in development and will be available in the next playtest.[/p][p][/p][p]Q: Will new classes be introduced in the next playtest?[/p][p]A: There are long-term plans to gradually introduce new classes to Mistfall Hunter. However, that will not happen in the next test. But we can tell you this: The class has a unique concept and is very cool in-game.[/p][p][/p][p]Q: Optimization issues, such as lagging, have left quite a negative impact on the experience in the last playtest. What’s being done to address this moving forward?[/p][p]A: Some optimization issues couldn’t be fully addressed ahead of the last playtest due to time constraints. With a longer development window now in place, the team is focusing on refining performance and running more thorough tests. You may expect a more stable and consistent experience in the next playtest![/p][p][/p][p]Q: Will a ranked mode be introduced in the future?[/p][p]A: Ranked mode is part of the long-term vision for Mistfall Hunter. However, it won't be coming out in the next playtest.[/p][p][/p][p]Q: A character named Dew appeared in some promotional materials. Will her story and more Mistfall Hunter lore be revealed?[/p][p]A: Certainly! A lot of important NPCs will be reintroducing themselves with different roles in the game! You might be surprised how different things have become![/p][p][/p][p]Q: How will Mistfall Hunter be distributed at launch?[/p][p]A: Mistfall Hunter will launch as a buy-to-play title.[/p][p][/p][p]Q: What is your stance on teaming, and how will it be handled?[/p][p]A: Deliberate teaming in Solo mode goes against the intended competitive experience. Detection systems are currently being improved to better identify such behavior. Players found teaming will receive warnings, and repeated violations may result in escalating penalties, ranging from temporary suspensions to permanent bans from future playtests and even access to Mistfall Hunter at launch, depending on the severity of the offense.[/p][p][/p][p]Q: What is the approach if an update is not well received by the community?[/p][p]A: If the majority of the community doesn't agree with a decision we make, the decision will be held back as we review our choices to identify the source of disagreement and figure out a better course.[/p]

Mistchaser's Journal #1

[p]Hello, Gyldhunters! Recently, we've received a lot of feedback from players hoping to learn more about the world of Mistfall Hunter. To meet that demand, we've created a new series: Mistchaser's Journal. This series features excerpts from the journals of members of the in-game organization, the "Mistchasers," offering a unique perspective to help you explore and better understand the lore of Mistfall Hunter.[/p][p]If there's anything about the game's world you'd like to know more about, feel free to leave a comment![/p][p][/p][p]\[Mistchaser Communication] Frode to Eric[/p][p][/p][p]Dear Eric,[/p][p]How are you? I haven't received any news from the south in a long time, so I can only hope those boastful Woodlings really managed to find you.[/p][p][/p][p]The situation in the north shows no signs of improvement. The Mistfall rages on, safe havens grow scarcer, and survivors are driven to flee in all directions. The strong are still exhausted from fleeing, while the feeble can do nothing but wait for death to arrive... Though, death might perhaps be a form of relief—one that those poor Gyldenized souls will never obtain. I've seen hordes of the Corroded emerge from the Gyldenmist, attacking the villages where they once lived. Their harrowing screams could chill even the bravest warriors. I have no strength to resist and can only flee miserably from one shelter to another.[/p][p]In moments like these, I can't help but envy your healthy body. When I died for the first time, I was already old and frail. Although I was fortunate enough to be resurrected by the priestess, I could no longer fight like I did in my youth, much less become a Gyldhunter. Thanks to your recommendation back then, after joining the Mistchasers, my old pen has been able to serve a small purpose in this apocalyptic world. Even if I can't venture out like you to chase the Gyldenmist and explore, I can write and record. As long as I have the strength, I'll keep writing, documenting the stories of this world, the experiences of the Mistchasers, and the deeds of Gyldhunters.[/p][p]Recently, Gyldenmist outbreaks at Brandrgarde have become increasingly frequent, with large numbers of Gyldhunters appearing nearby. Old friend, sometimes I can't help but wonder: does the Gyldenmist attract Gyldhunters, or do the Gyldhunters draw the Gyldenmist? I must warn you, these Gyldhunters can fill manpower gaps, but they don't like to operate collectively like we do, and sometimes even end up fighting among themselves. It's best to reach out to them individually. Regardless, we've finally gathered enough people to launch an investigation. A Mistchaser team is heading there, and my apprentice is among them.[/p][p][/p][p]Allow me to introduce my apprentice, Stinger. He is truly the bravest young man I've ever met. Years ago, I discovered him while staying with a small tribe. Stinger lost his parents to the Gyldenmist and grew up running through the woods, his curiosity and energy as boundless as a pine marten. The North values martial prowess, and few children show no interest in combat training. Stinger, however, was an exception. He had a sharp mind, quickly grasped arithmetic, and peppered everyone with endless questions about everything he saw—sometimes even I couldn't keep up. Unlike us, Stinger is not immortal. When I took him on as my apprentice, I never intended for him to join any exploration teams. But the boy couldn't sit still; he refused to be content with just doing paperwork at my side, so I had no choice but to let him go. I can feel that he has no fear of death—only curiosity about the Gyldenmist and a thirst for the unknown. He was born to be a Mistchaser. That said... his reckless nature still worries me. I pray to Kjernnos to protect this young man and keep him safe.[/p][p]Ah, I can't help rambling when it comes to him. I'll stop here for now. The Gyldenmist is approaching, and I need to move to the next shelter. Wishing you success in your operations down south.[/p][p][/p][p]Your friend, Frode[/p]

DevNote #1

[p]Greetings, Gylden Hunters![/p][p]Over the past month, we’ve received many questions about the future of Mistfall Hunter and what to expect in the next playtest. To improve transparency and communication, we’ll begin sharing development updates more regularly through our official community channels. These updates will offer a closer look at our current priorities and design philosophy.[/p][p]Please note that the information shared in these updates reflects our current direction and thinking. While we strive to be open, the content discussed is not final. Certain features and systems may continue to evolve before the next test or official release. Given the scale of development, each update will focus on the most relevant or noteworthy topics rather than provide a full breakdown of all features in progress.[/p][p]Important:[/p][p]The official dates for the next Mistfall Hunter playtest will be announced in advance through our community channels. In the meantime, we kindly ask everyone to refrain from sharing unconfirmed or deliberately false information about test timing, as it can create unnecessary confusion for those genuinely looking forward to participating.[/p][p]Thank you for helping us maintain a respectful and well-informed community! Without further ado, let's start with ongoing optimizations. [/p][p]1. Energy Mechanics[/p][p]Energy system is a core element of Mistfall Hunter’s combat design. By avoiding rigid cooldowns on most skills, it enables fast-paced, visually dynamic combos and still requires Hunters to make thoughtful decisions to avoid mindless button-spamming.[/p][p]However, feedback from the last playtest revealed that energy management could be too demanding, with the Exhausted state feeling overly punishing, particularly during key moments. This left some players frustrated and limited their ability to fully express their combat potential.[/p][p]In response, we explored several iterations to improve the system. One test involved removing the Exhausted state entirely. While this made combat feel more fluid and exciting at first, our internal playtests exposed a key drawback: without meaningful consequences for poor energy management, battles lost much of their tension and strategic depth. The action was fast, but ultimately felt hollow.[/p][p]This reinforced our belief that the right path is not to simplify the system, but to refine it. Through multiple rounds of adjustments, we’ve reduced certain penalties and fine-tuned energy behavior across classes and scenarios.[/p][p]We believe the current version strikes a much better balance. It keeps the strategic layer intact while easing frustration and we’re excited to bring it to you in the next playtest.[/p][p]2. Class Balance[/p][p] While escape success rates across classes have remained relatively even, the upcoming changes to the Energy system prompted a thorough review of class performance. Our goal is to ensure that every class continues to offer a fair, rewarding, and engaging combat experience. Reverent Seer Originally designed as a support class with some independent survivability, the Seer is undergoing a major rework. A new skill slot now allows players to equip three active skills and three rune pillars simultaneously, opening up deeper build paths and greater flexibility. Both support and damage-focused playstyles have been expanded through new and reworked talents. In the upcoming playtest, the Seer will play a more decisive role in team combat and pose a reasonable threat in solo mode. We hope that will enable more Seers to climb leaderboards. Mercenary: Feedback highlighted that Deflect felt underwhelming in group fights and that overall talent variety was limited. We've improved the effectiveness of Deflect, restructured the talent tree, and introduced additional talents to offer more meaningful build choices and greater impact in battle. Black Arrow: In response to fairness concerns, we've rebuilt Blackarrow’s shooting mechanics from the ground up to prevent abuse and create a more balanced competitive environment. You can also look forward to new skills and talents for this class. What about others? We haven’t forgotten about Sorcerers and Shadowstrixes, both classes will receive new skills and upgraded talents in the upcoming playtest.[/p][p]In addition, existing abilities across all classes are being adjusted to better align with the redesigned Energy system and maintain overall combat integrity.[/p][p]3. Improved Enemy Behavior[/p][p]Many hunters, especially newcomers, have likely experienced moments when a well-planned PvP encounter is suddenly disrupted by a nearby monster. We understand how frustrating and at times, overwhelming this can be.[/p][p]To improve this experience, we’ve introduced several key changes. Some of the more dangerous Corroded, such as the Frenzied Wizard, now cast certain skills less frequently, reducing the chances of unexpected and overwhelming attacks. We've also implemented a smarter behavior system that makes monsters more aware of their surroundings. When hunters are actively engaged in PvP combat, nearby monsters are now less likely to interfere.[/p][p]Additionally, a new alert feature has been added to notify you when off-screen enemies are preparing to attack. This provides a short window to react and helps prevent unfair interruptions.[/p][p][/p][p]New Content Highlights We’re not quite ready to reveal everything just yet, but here’s a look at what’s currently in the pipeline:[/p]
  • [p]New Seer Build: Core skills, talents, visual effects, and animations are complete. The next phase will focus on testing and refinement.[/p]
  • [p]Female Characters: Models and concept art for all classes and equipment types are finalized. Motion capture and polish are now in progress.[/p]
  • [p]New Monsters & Bosses: Design is complete, and art and programming are underway. Overall progress is over 70%, with voiceovers and skill mechanics already finalized.[/p]
  • [p]Escape Experience: Enhancements to escape options are ready, with both coding and visuals finalized. Expect more varied and immersive escape scenarios in the next test.[/p]
  • [p]Lore & Storytelling: Main story arcs and expanded narrative content are complete and currently in localization. We’re also working on character voicing to further enhance the storytelling experience.[/p]
[p][/p][p]Echoes of the Past: The Story of Absolution[/p]
[p]“The closer to the light source, the darker the shadow.”[/p]
[p]The legendary weapon "Absolution" was once nothing more than a candelabrum in the Sacred Chamber. It became a weapon when the blasphemer Yorol seized it and razed the very sanctuary that had taken everything from him, seeking vengeance against the goddess who never answered his prayers.[/p][p]Yorol was once a Reverent Seer and devout follower of Mysti, adhering strictly to the high priest's commandments. But one tragic mistake during his rigid observance led to the deaths of his parents, wife, and children. In his grief, he crawled to the Sacred Chamber seeking release. There, the cold, rigid priest scorned his despair, rebuking his suicidal thoughts as weakness as he failed to "see" that all suffering was merely the goddess's test. Wrath consumed Yorol. He grabbed the nearest candelabrum and bludgeoned the priest to death, then set the Sacred Chamber ablaze with those flames. As the inferno raged, he fought the guards and anyone who dared stop him. An eerie, unknown power seemed to have taken hold of his body, fueling his slaughter and keeping him alive through the night.[/p][p]When morning came, Yorol stood amid the smoldering ruins and charred corpses. Memories of the Blasphemers who had once passed through this place came to him, and he realized he now walked the same path they had trodden—yet he felt no regret.[/p][p]The candelabrum, melted in the fire, cooled into a grotesque, mace-like weapon. Yorol named it "Absolution" walked away from his faith, leaving behind only ruin.[/p][p]The barbed edges of "Absolution" still hold traces of flame, as if the embers of that fateful night were sealed within. Trapped in the hammerhead are tortured souls—the anguished echoes of those Yorol struck down.[/p][p]Only through slaughter may there be absolution. And one last thing, please take a moment to add Mistfall Hunter to your wishlist. Thank you for your support![/p][p][/p]

Mistfall Hunter turns Dark Souls into Escape From Tarkov, and it made me scream

Only one game made me scream in panic at Summer Game Fest, and that's Mistfall Hunter. Sure, during my time in LA, I squeaked a few times at tricky soulslike bosses, oohed at beautiful pixel art, and chortled with glee at some zombie mashing. But my most audible (and embarrassing) reaction was to Bellring Games' extraction soulslike RPG. Cornered by a shambling miniboss while extremely low on health, it takes a final lumbering swing at me. Knowing that this will be the end of my loot, a panicked yelp escapes me. While the majority of my 30 minutes with Mistfall Hunter was a lot less stressful, this moment shows how Bellring has managed to fuse the challenge of FromSoft-style combat with the high stakes of an extraction game.


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RELATED LINKS:

Mistfall Hunter turns Dark Souls into an extraction game, new beta now live

Extraction RPG Mistfall Hunter is a new soulslike challenger to Dark and Darker

BETA 2 Summary

[p]Gylden Hunters, we want to start by thanking you all once again for your enthusiastic participation in BETA 2! Over 200,000 Gylden Hunters joined this test and provided us with invaluable feedback. BETA 2 was an unforgettable experience for us. We faced the sweet challenge of scaling up servers to accommodate a steadily growing number of online players, as well as the unexpected chaos caused by a large-scale influx of cheaters. More importantly, we had the chance to play Mistfall Hunter alongside you in a real gaming environment and better understand your experiences. These invaluable insights will help us refine our development process and deliver a more stable and exceptional gaming experience for everyone. [/p][p]During BETA 2, we gathered thousands of pieces of feedback through various channels, including surveys, community feedback forums, and feedback bots. After intensive internal discussions, we have now roughly outlined our plans for future optimizations and development. Thank you for your patience! [/p][p]I. Key Issues Raised by Players:[/p]
  1. [p]Class Balance:[/p][p]We aim for every class and build to have distinct characteristics, which is why we've designed a wide variety of class skills, talents, and equipment affixes. However, this has made achieving balance a significant challenge. [/p][p]As many of you noted in your feedback, our current class balance has notable issues, such as certain classes having overpowered one-shot capabilities with specific builds (e.g., Elemental Sorcerer), some classes possessing skills that cannot be countered, and others lacking sufficient gameplay depth and variety. [/p][p]As an extraction RPG, our top priority is to ensure balanced escape rates across all classes. To that end, we're sharing a summary of class escape rates in different modes following the balance adjustments on April 30:[/p][p][/p][p]From this perspective, there are indeed some imbalances in class performance, but the overall situation remains acceptable. Adjusting balance is highly complex, as even small changes can have far-reaching impacts. Therefore, we do not plan to implement sweeping changes. Instead, we will address the issues identified using relevant statistical data to make a series of targeted adjustments, including but not limited to modifying and adding new skills and talents for each class. These adjustments are not just aimed at resolving balance issues but also at continuously enriching the combat experience. Detailed changes will be announced gradually in the future. [/p]
  2. [p]Energy limitations make combat feel less satisfying: As a game with rich PvP elements, we want players to make thoughtful decisions during combat and achieve victory through strategic planning and skillful execution. To support this goal, we designed a stringent Energy penalty system. However, based on current feedback, these penalties may be too harsh, making combat less enjoyable. We will make a series of adjustments to the Energy system, aiming to improve the fluidity and excitement of combat while maintaining the strategic depth. [/p]
  3. [p]Unfair Matchmaking: We will comprehensively optimize the matchmaking system, prioritizing combat ability as the primary criterion and equipment quality as a secondary criterion. Matchmaking rules are one of the most important components of the game, and we welcome feedback from all perspectives as we continue to optimize and adjust the system. [/p]
  4. [p]Cheating and Teaming Before the next test, we will conduct more thorough anti-cheat testing. Additionally, we are developing features to reduce the success rate of teaming at its source and implementing automatic detection mechanisms. We are also working on a reporting system that will improve the feedback and processing workflow for related issues during the next test. While our preparation for these issues in this test was insufficient, we are confident in delivering a fairer gaming environment in the next test! [/p]
  5. [p]Latency and lag issues: For the next test, we will add European servers and relocate the Asian servers to Singapore to better accommodate a broader range of players. [/p][p] Before this test began, our internal testing had already identified some causes of lag. However, due to time constraints and the complexity of these issues, we were unable to resolve them entirely. For the next test, we will allocate more time to performance optimization and explore the possibility of further lowering the minimum system requirements. [/p]
  6. [p]Inventory Overhaul: We will redesign the Inventory system by introducing new mechanics and optimizing restriction rules to make the looting process more flexible. [/p]
[p]II. New Content for the Next Test:[/p]
  1. [p]A new build for the Seer class, along with female characters for all classes, will be introduced in the next test. [/p]
  2. [p]New Stage Modes: Through the new stage modes, we aim to achieve the following: simpler modes will provide low-risk, stable rewards, while more challenging modes will offer high-risk, high-reward gameplay, giving players more options and a more thrilling gaming experience. The new modes are planned to include solo and trio matchmaking. However, we currently do not plan to enable duo matchmaking due to concerns about player numbers during the testing phase and the complexity of balancing classes. We hope for your understanding. [/p]
  3. [p]New Escape Methods: While we find the current escape system featuring Returner Woodlings, Souls of Return, and Gyldenmist engaging, relying solely on this single escape method feels somewhat limiting and overly dependent on randomness. Therefore, we will introduce additional escape methods to provide players with more options. Additionally, we plan to implement mechanisms to prevent situations where the final showdown ends in mutual destruction or leaves no time for looting. [/p]
[p]The next test will also introduce new bosses, equipment, systems, and more. We'll keep you updated—stay tuned! [/p][p]III. Next Test Schedule:[/p][p]For the next test, all Steam accounts that participated in previous tests will automatically retain their test eligibility. We will announce the specific schedule for the next test at a later time, so please stay tuned! [/p][p]Finally, thank you all once again for your love and support for Mistfall Hunter! We look forward to starting the next test soon! [/p]