1. Hunt: Showdown 1896
  2. News

Hunt: Showdown 1896 News

Judgement of the Fool - Survey Results



Hunters,

With each new Event, we’re committed to listening and improving—and that starts with your feedback. As promised, we extended the survey window from just a few days to a full week this time, giving more of you the chance to share your thoughts.

Judgement of the Fool brought with it a lot of moving parts, and that meant a larger and more detailed Event survey. We would like to thank all of you that took part in this survey. It has given us some great insights which we will jump into in this blog!


We have also heard your feedback about wanting to provide more detailed written answers. While longer surveys provide us with more context, they can take more time for us to analyze and categorize answers, but we will make sure to look into how we can balance this going forward.

As always, thank you for taking the time to contribute. Your input is instrumental in shaping the future of Hunt: Showdown 1896 and we’re committed to making it the best horror shooter out there. Now, let’s get into the nitty-gritty…

Current Status

Before diving into how the Event was received, there were two broader topics we wanted to hear your thoughts on: how the game currently feels to play, and how you define a “win” in Hunt.



Starting with the first question, we wanted to get a sense of the community’s overall sentiment during this update. Around 69% of players rated their experience a 4 or 5, which tells us that most of you are enjoying the game in its current state. This is something that is great to hear and not something we take for granted!


For the second question, we were curious about what “winning” means to you. We offered a list of possible goals based on internal testing, and unsurprisingly, the most selected achievements were getting a few kills and extracting with a Bounty Token. The written-in responses revealed to us something more nuanced, however. Many of you expressed that simply participating in PvP—even when you lose—feels meaningful as long as the fight is intense, fun, and challenging. Even for solos, just surviving the encounter is seen as a personal victory! These insights are super useful to read, as they remind us that success and winning in Hunt is not always black and white and that the overall experience of the game matters.

Judgement of the Fool Battle Pass and Event

The ratings for the Battle Pass of this Event came back to the level of our previous Events, with 64% of players reporting that they were satisfied with it on some level.





We were happy to see the ratings up from the last Event, despite this Event not featuring any new weapons. The change had a mixed response, with a 50/50 split between being satisfied and dissatisfied with the decision. This update was an anomaly in that sense, as we are committed to bringing new additions to arsenal in future updates.



Event Traits

The Gunrunner Trait was perceived to be quite a lot more powerful in comparison to our other Event Traits, which we expected as it opens a lot more loadout opportunities for players within a Mission.



We also asked you how much you liked the Traits that were included in the Event. The

Gunrunner Trait was much more divisive here when compared to the Catalyst and Corpse Seer Traits. From our data, Gunrunner is currently our 17th most chosen Trait for this release, with the highest usage rates within 3-star and 6-star lobbies and its pick rate reducing as the Event progresses. However, pick rate does not measure the Trait's impact, and from your earlier written-in comments and community sentiment, we understand it is a frustrating Trait to play against. Based on all this feedback, we have made the decision not to include Gunrunner as an Event Trait in the foreseeable future.



DeSalle and The Fool’s Hideout

We were glad to see that ~87% of all responses were satisfied with the visual overhaul on DeSalle. One of the highlights for us was the community’s warm response to DeSalle’s return, and we would like to thank all of you for your amazing feedback!



The addition of adding DeSalle back to the map pool led to an interesting question: What is the community preference for how often maps should appear in rotation? The answer was much more balanced than we thought, with DeSalle slightly edging the other maps out when looking at the mean number. (Though it’s possible we’re seeing some recency bias here in the data due to the survey being so close to the return of DeSalle.)



We have also investigated to see how playtime hours affected the mean for the map preferences. And again, we were pretty impressed on how equally players want to experience our maps, with the majority of all hours played preferring DeSalle. An interesting insight was that Stillwater Bayou stood out as the maps most preferred by beginner Hunters, while Lawson Delta is preferred more by veteran Hunters. (Note: the numbers of players in each category below are not equal).



The Fool’s Hideout

From the previous Murder Circus Event survey, we saw how much you loved an additional 17th compound that spawned in different locations and became a meaningful gameplay space for the Event. Due to our focus on bug fixing and performance stability for Garden of the Witch, it wasn’t possible to add another location to that Event, however we made sure to add this back in Judgement of the Fool, bringing The Fool’s Hideout to all maps.

We were happy to see this approach worked, with 78% of you being satisfied. We will continue to refine compounds and open new question options for this, so we can get your detailed feedback on the new compound areas and deliver even better gameplay spaces for future Events.

Without spoiling too much, we do have a new 17th compound in the works, which we are crawling with excitement to reveal to you…keep an eye out on the web for more info…






Balance Changes

We were happy to see that almost all the changes resonated with you as a community. Changes such as Health Chunk Restoration, the price for the Fast Fingers Trait, and item name display are all because of you making your voice heard.

But for this section, we primarily want to talk about two of the lowest rated changes for the Salveskin Trait and the Dark Dynamite Satchel. These two had the highest number of dissatisfied responses among all balance changes. Let's talk about Salveskin first. The changes to this Trait were more of a fallout from all the changes made to the burning speed of downed Hunters, which saw a higher positive response. Currently we are still seeing Salveskin as the 5th highest chosen Trait across our whole player base. As you would expect, when filtering from lower to higher MMR ranges, the pick rate for the Trait drops. In 5-6star lobbies, it becomes the 15th highest chosen Trait, after being in the top 10 before Update 2.4. This drop brings it to the level of other Traits such as Conduit, Physician, Witness, and Vigilant. So even though its utility was reduced, it is still one of the most used Traits, which we are happy with.

Next, we will look at the Dark Dynamite Satchel change, and the mixed reception that it received. One reason players may not have liked this change was due to it enabling ambush playstyles. We have also seen a general sense of fear in the community of its ambush playstyle becoming too powerful without a counterplay option. Dying to a low audible ambush setup is not fun, especially on the heels of some of our streamers showcasing some creative ambush setups (Kudos!).

Before Update 2.4, the Dark Dynamite Satchel was among the least used Consumables. Even though its pickup rate has increased since the change, it is still in a low position. When looking at explosives only, it is still the least used Consumable across all lobbies apart from a 6-star lobby. We understand your concerns about this change and are still investigating its pick rate and effectiveness in fights, but we don’t anticipate making any further changes at the moment.






UI Changes

Regarding UI, we are happy to see most changes have been received positively.

That said, we anticipated mixed reactions to the Gear Screen Filter behavior change. Some players prefer equipping the same items every time, and altering the remembered filter behavior understandably impacts their flow. With the addition of more dedicated custom loadouts, we hoped to ease that friction, but we’ll continue to keep a close eye on feedback and adjust as needed. Regarding one of the lower-rated changes—the Lobby Screen navigation—we’ve heard your frustrations loud and clear. Players who focus on Soul Survivor or switch between game modes have found it frustrating to always be dropped back into the Bounty Hunt lobby, rather than returning to their previously selected mode. To be honest, this was an expected criticism. The current setup was only the first step toward a larger design overhaul. The good news? A more comprehensive solution—one we teased some time ago—is on the way and will be landing in Update 2.5!



As you can see in the charts below, we can see a huge difference between where we were with the UI in Scorched Earth vs this Event. We will continue to work on improvements and make sure you have a better experience with each update.







Audio Changes

We are delighted to get so much feedback regarding the current state of audio in Hunt: Showdown 1896. Over 98% of you are using headphones, which highlights the vital role sound plays when hunting in our world, both in terms of immersion and gameplay readability.




When it comes to spatial audio, 60% of you are now using CrySpatial, our custom-built solution. CrySpatial is tailor-made to enhance positioning and clarity, giving you a better read on danger, footsteps, and the intensity Hunt is known for. While we believe that CrySpatial is the optimum way to experience Hunt’s audio, we are happy to see a number of players are exploring other solutions to discover what works best for them. We are continuing to test and improve mix clarity across the various spatial audio solutions to ensure Hunt’s immersive soundscape is experienced by all our players.



We’re also very happy to report that a majority of players feel that the audio has improved since the launch of 1896. We recognize that there are still opportunities to improve our audio readability, and these results help us to evaluate pain points and continue to refine the experience.



In Conclusion


We hope you find these survey results insightful and can see the benefit of how your survey feedback is shaping the future of Hunt. Let us know if you would like us to continue these deep dives into your survey results via our socials! We look forward to sharing more about our upcoming update very soon!


-Your Hunt: Showdown 1896 Team




























Twitch Drops | Developer Gameplay Live Stream #3 | Judgement Of The Fool


We’re live for the final Twitch Drops stream! 💜

Join us for gameplay, community giveaways, and one last chance to earn this week’s rewards just by watching.

https://www.twitch.tv/crytek

Twitch Drops | Developer Gameplay Live Stream #2 | Judgement Of The Fool


We’re live for Week 2 of Twitch Drops!

Join us for some gameplay, giveaways, and a chance to earn this week’s rewards just by watching.

Tune in and let the Drops do the rest.
twitch.tv/crytek

Behind the Storm



Hunters,

Thundershower has returned to the Bayou! Our latest in-game Event, Judgement of the Fool, sees the skies crack and the heavens open with this long-awaited storm. In today’s blog, we wanted to share a peak behind the curtain, chatting to the development team behind Thundershower to reveal the craft and the passion that went into creating this unique weather condition.

Meet the Storm

Thundershower is a dynamic Time of Day condition that cycles between intense and lighter rain. This creates unique visual and gameplay variety on every map it appears. Like all special Time of Day conditions, the Thundershower introduces significant gameplay twists: rain masks footsteps, ravens are disturbed by the storm, and fog rolling in as the storm intensifies - reducing visibility. These effects are far more than cosmetic, they fundamentally alter how players approach Bounty Hunts.

The team has built a whole new audio system for Thundershower, which has now been enhanced for CRYENGINE 5.11 engine upgrade. Designed to create an ultra-realistic, dynamic soundscape, this system immerses players completely within the stormy environment. Now, let's dive deeper into the inner workings of the Thundershower.

The role of ambience in game design

Hunt: Showdown 1896 is renowned for its tense atmosphere, and its audio design plays a pivotal role in crafting that experience. Every sound in the game is diegetic. If you can hear it, it exists in the world, and locating its source can mean the difference between survival and certain death. Animals, monsters, creaking windmills, crackling fires, rustling vegetation, howling wind - all contribute to the Bayou’s living soundscape. The only exception? Crickets in the bushes where you’re hiding - these exist purely as ambient audio.

While environmental sounds deepen immersion, they must never obscure critical audio cues, such as enemy Hunters. This balance becomes especially challenging when introducing new weather conditions. The Thundershower, for instance, naturally muffles players’ ability to pinpoint sounds yet it also demands a dynamic, engaging soundscape that avoids repetition and is enjoyable to listen to. Striking this balance is no easy feat.

How the Audio Design Team made it rain

Creating convincing rain in a game is challenging and the complexity of its sound design can easily go unnoticed. A raw recording of real rain produces little more than fatiguing noise. Our brains perform psychoacoustic filtering, letting us tune out the constant background noise of rain while focusing on distinct details. Games and cinema, however, can’t replicate this natural adaptation. The effect is akin to standing in a reverberant room: you might not notice the echo until you hear a recording of it, where the unnatural persistence becomes jarring.

Another hurdle is environmental specificity. Real-world rain recordings are tied to their original surroundings, creating dissonance when players rapidly traverse different spaces. Dynamic positioning, shifts between indoor and outdoor areas, and varying acoustics in game all make pre-recorded rain feel artificial and disjointed.

That’s why procedurally generated rain is far more effective than static recordings. By reconstructing rainfall through layered systems simulating how droplets strike wood, metal, puddles, and foliage developers craft a dynamic soundscape that avoids monotony. Each surface contributes its own rhythm and tone of drips and splashes, building an immersive storm without overwhelming the player. The challenge lies in compensating for the absence of touch, smell, and taste, using sound alone to sell the physicality of rain all while ensuring it enhances gameplay rather than obscuring it.

Technical implementation

The expansive maps in Hunt: Showdown 1896 presented a unique challenge for rain implementation: manually placing individual audio emitters would be impractical at this scale and would impact performance negatively. This limitation drove the development team to create an automated systemic solution using raycasting.

The system works by casting multiple rays from the sky downward around the player's position. When a ray intersects with a surface, the system dynamically generates an audio emitter at that location. Each emitter plays dripping sounds specifically tailored to the material it struck whether it’s wood, metal, stone, or foliage. This raycasting approach enables highly localized rain effects that accurately respond to the diverse materials throughout the environment in Hunt: Showdown 1896 maps.

The following chart shows the audio grid visualizing multiple layers around the player that come into play when simulating a rain in Hunt: Showdown 1896:




A hyper-realistic detailed rain soundscape is created by many overlapping dripping sounds. Players experience true spatial audio: hearing distinct raindrops pattering on a metal roof to their left while simultaneously detecting different impacts on a wooden plank to their right. This precise positional audio creates unparalleled immersion.

In summary: thundershowers audio ambience is built from the following layers:

  • Dynamically generated rain spot emitters
  • A subtle surround rain sound for additional width and to smooth transitions from the rain spot emitters
  • Rumbling surround Wind
  • Environmental sounds such as violent wind gusts, groaning trees, rustling underbrush, and distant thunderclaps to complete the living environment


On top of these layers, many more dynamic effects are added:
  • Footsteps transform into squelching boots, maintaining environmental authenticity while improving enemy Hunter detection
  • Compounds come alive with amplified rattling, creaking structures, and water dripping through cracks
  • Wind howls through doors and windows
  • Interior spaces gain richer ambience than in regular times of day, balancing the gameplay advantage of sheltered positions


The sounds change dynamically with the intensity of the storm, from a light shower to a full blown rainstorm.

We hope this has been an enjoyable deep dive into the making of the Thundershower. And remember, Hunters, if you can’t hear your enemy – they can’t hear you either.

Your Hunt: Showdown 1896 Team



Twitch Drops | Developer Gameplay Live Stream | Judgement Of The Fool


We’re going live with Twitch Drops!💜

Join us on stream to earn this week’s rewards and take part in some special giveaways along the way.

Tune in, hang out, and let the Drops roll in.👇
www.twitch.tv/crytek