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Folklore Hunter News

Folklore Hunter - 0.9.1

[p]Hey hunters [/p][p][/p][p]Thank you for sticking with Folklore Hunter and this community over the years. I know it’s been quieter than either of us would like. As a solo developer on a large 3D multiplayer project, shipping Folklore Hunter has demanded more than I ever imagined—code, design, environments, animation, networking—nearly everything you see in the game has been meticulously created by me and the team.[/p][p][/p][p]That scope became overwhelming at times, and I chose to go heads-down to push the game toward a healthy, finished 1.0 rather than ship small patches and constant updates. I’ve been too quiet for too long. That changes now.[/p][p][/p][p]Folklore Hunter is not abandoned—far from it. Work in 2024–2025 has moved the project forward, the finish line is in sight, and I’m targeting 1.0 in Q1 2026. Here’s what to expect next and what’s in today’s build.[/p][p][/p][h2]What’s in today’s update[/h2][p]This release upgrades the game to Unreal Engine 5, improves netcode and client-side prediction for smoother play at higher ping, adds a new location ping system, introduces the Magnum, and delivers UI/UX polish, performance gains, and world fixes requested by the community. Full notes are below.[/p][p][/p][p][/p][p][/p][p][/p][h2]Version 0.9.1 Patch Notes[/h2][p][/p][h3]Highlights[/h3]
  • [p]Upgraded to Unreal Engine 5.[/p]
  • [p]Improved netcode for inventory management with client-side prediction and better responsiveness in high-ping environments.[/p]
  • [p]New location ping system; pinged locations now center in the HUD when placed.[/p]
  • [p]Added the Magnum (with proper sounds).[/p]
  • [p]New in-game tutorials, including a “Folklore Hunter” intro tutorial.[/p]
  • [p]Laid groundwork for mod creation and loading (initial framework in place).[/p]
[h3]World & Contracts[/h3]
  • [p]NOTW (Night of the Wendigo) swamp landscape adjusted to prevent the Wendigo from getting stuck underwater.[/p]
  • [p]Fixed stuck spots in NOTW contract caves.[/p]
  • [p]NOTW cave water now affects navigation so water isn’t a safe spot.[/p]
  • [p]Bloodfang: fixed floating rocks.[/p]
[h3]Weapons & Combat[/h3]
  • [p]Improved crossbow replication while reloading.[/p]
  • [p]Crossbow now loads a bolt slightly earlier.[/p]
  • [p]Magnum added to the game (with proper SFX).[/p]
  • [p]Lowered deer, feral, and wolf health to 5 (Magnum can one-shot).[/p]
[h3]UI/UX[/h3]
  • [p]Improved main menu.[/p]
  • [p]New loading screens.[/p]
  • [p]Fixed UI scaling issues with the ammo counter.[/p]
  • [p]HUD: hotbar slots no longer highlight when the cursor hovers over them during gameplay (inventory behavior unchanged).[/p]
  • [p]Minimap performance improved.[/p]
  • [p]Removed “Push-to-Talk” from Settings.[/p]
  • [p]New credits.[/p]
[h3]Audio[/h3]
  • [p]Vampire: fixed scream layer not triggering.[/p]
[h3]Economy & Progression[/h3]
  • [p]Standing torches unlock moved from level 159.[/p]
  • [p]Shotgun ammo is slightly more expensive.[/p]
[h3]Systems & Tutorials[/h3]
  • [p]Added “Folklore Hunter” tutorial to explain core gameplay.[/p]
  • [p]Additional in-game tutorials across key systems.[/p]
[h3]Modding Foundations[/h3]
  • [p]Initial mod framework laid for future mod creation and mod loading.[/p]
[p][/p][h2]What’s next[/h2]
  • [p]I’ll be more present: expect regular posts, active Discord participation, and a return of dev streams (they’ll be spoiler-heavy as I work on the third hunt and unrevealed content).[/p]
  • [p]In Q4 2025, I’ll share new footage, details, and exact timing toward 1.0.[/p]
  • [p]The new hunt is well underway and I'll be ready to share more about it and its progress soon.[/p]
[p][/p][p][/p][p][/p][p][/p][p][/p][p]Your feedback matters. Please join the Discord and the Steam discussions; I’ll be listening and responding as we bring Folklore Hunter home.[/p][p]— Smirk ❤️[/p]

Folklore Hunter - 0.9.0.14

Hey everybody!

Today we have a slightly larger hotfix, which is focussed on Quality of life changes (such as the ability to sell items and an improved "multiplayer" menu) and many much-needed bugfixes. This update came much later than we planned as we also hoped to include a massive overhaul to how the game handles latency and packet-loss, however that system has taken much longer than anticipated and will most likely be released in January when we come back after Christmas.

Happy Holidays, Hunters!

[h3]Changes[/h3]
  • Added the ability to sell items in the shop
  • Strigoi and Wendigo now consistently scream before fleeing
  • Added a tutorial for Hunter Senses
  • Weapons will now reload automatically if firing with an empty magazine
  • Changed the "Host Menu" settings page to be named "Multiplayer" which all players can now access, rather than only the host
  • Added a friend invite section to the Multiplayer menu
  • Lowered the Shotgun sound effects volume by 50%
  • Removed halloween decorations


[h3]Bugfixes[/h3]
  • Fixed a bug that makes shotguns unusable
  • Fixed an issue that causes weapons to be held incorrectly
  • Fixed floating paths in Night of the Wendigo
  • The contract win screen no longer appears multiple times in a single contract
  • Fixed bug causing deer kills to be counted twice in the objective
  • Bloodfang Forest's decorative braziers will no longer incorrectly highlight in hunter sense
  • Interactable salt will now properly highlight in hunter sense
  • Weapon HUD elements now consistently display the correct ammunition count
  • Fixed a potential soft-lock on the main menu if account data fails to load
  • Fixed bug that keeps the flashlight enabled after dying
  • Fortress effects now appear correctly if a contract has been selected before a player joins
  • Interaction hit-box made larger for ladders
  • Sprint animation now always ends for clients when they're not moving but still holding the sprint key
  • Fixed issue that can remove held items while using a bandage
  • Removed floating rocks and trees from the Bloodfang Forest story hunt and contracts
  • Fixed an issue causing items to be non-interactable on Night of The Wendigo contracts
  • Fixed an issue which prevents players from finding the Wendigo's hunting ground on contracts

Folklore Hunter - 0.9.0.13

[h3]Changes:[/h3]
  • Added spooky decorations to the Fortress for Halloween
  • Fixed issue causing connection loss upon opening inventory
  • Weapon fire registration improved
  • Video settings no longer reset upon game restart
  • Crossbow bolts no longer get stuck in the Wendigo ritual field
  • Fixed bug causing loaded ammo to be shared between weapons with identical data
  • Removed inescapable pits from contract maps
  • Holding a U.V. Lamp when beginning a contract no longer launches the player into space
  • Fixed various issues causing the Wendigo to get stuck inside the cabin
  • Patched infinite ammo glitch when ammo is removed from the inventory during a reload animation
  • Dynamite crates are now easier to spot
  • Decreased brightness of the Flashlight in the Fortress

Folklore Hunter - 0.9.0.12

[h3]Changes[/h3]
  • Fixed bug causing level and equipment to be reset with poor connection
  • Bloodfang Forest story hunt will now give rewards upon first completion
  • Hotbar shortcut bindings now select the correct hotbar slots
  • The results menu will now be displayed upon completing a story hunt
  • Input delay reduced for the flashlight
  • Exit results vote timer increased from 60 seconds to 120 seconds
  • Fixed players failing to highlight when dead
  • Wendigo now consistently screams when fleeing
  • In-game timer fixed
  • Wolf death animation is now more consistent
  • Fixed bug causing dynamite crates to disappear
  • Strigoi no longer have amulets in contracts

Folklore Hunter - 0.9

Hey everybody!

The day is finally here! After almost a year of work, update 0.9 is out and ready to play! This is the largest update we've ever released and we're so proud of how it has turned out. Included in the update is a progression system, new unlockable weapons and equipment, randomized contract hunts, optional objectives, an in-game currency used to buy items, and more...

Many of you might have been expecting the anticipated Mothman hunt to be included in this update, however we believe that progression and replayability will significantly improve the experience of players in the Mothman hunt. Moving forward, we will be working on the Mothman as our top priority, while also providing on-going content updates through new equipment, challenges, new difficulties and other features.

There is a lot to talk about so we've included a detailed rundown of the biggest changes which you can find below. A full changelog can be found at the bottom.

We love to hear feedback on the game so if you find any bugs, or have some suggestions, let us know on our discord server: https://discord.gg/B9u6pUA


And as always, happy hunting!

Changes


[h3]The Fortress[/h3]



Replacing the level select in the main menu screen will be a new playable area that acts as your home base and multiplayer lobby. Here you can invite your friends and prepare before heading into a hunt. The Fortress includes several stations to aid you in your hunts, such as the shop, personal storage and contract board. Completing contracts will earn you Silver and XP, which you can use to unlock and buy new weapons and equipment.

To get started in the fortress, head to the "Story Hunts" station and play either Night of the Wendigo or Bloodfang Forest.

[h3]Contracts[/h3]



The majority of the silver and XP you will earn as a hunter will come from completing contracts. Various cryptids have been spotted around the world and it is your job to take them down. Each aspect of a contract will be totally random. Contracts won't play out in Night of the Wendigo or Bloodfang Forest, but will instead take place in a totally new level introduced specifically for contracts; you won't know your way around just because you've played the story hunts. There will be additional random elements as well within each level. Cryptids will not spawn in the same location each time, they will prefer to roam different parts of the map, they will have specific hunting grounds and will have different hiding places; it's your job to track them down, and fulfil the contract. Loot and essential items will also be randomized every time you play, you'll have to explore your environment and use your Hunter Senses to find every secret.

Story hunts haven't been removed from the game however, they play an important part as you must complete the story hunts to unlock each contract. For example, before you can take on Wendigo contracts, you'll need to have completed Night of the Wendigo. This is because contracts will utilise similar cryptid behaviour and hunters should be familiar with each cryptid before they take on contracts. Contracts will not always include the same mechanics as the story hunts however, as they are intended to be much shorter levels with a focus on tracking and hunting the cryptid. The most major change that players will notice can be found in the Strigoi contracts, as contracts will not include the Crypt or the Elder Strigoi. The focus is instead on hunting down the three Strigoi through the forest.

Contracts will be very different to story hunts in one major way. That being the ability to bring in more equipment. Story hunts will start hunters with a rifle and some basic equipment to get them started. Contracts will not provide the hunter with anything to begin with, hunters must buy their own equipment. If you die in a contract, you will lose everything in your inventory.

[h3]Progression[/h3]



Completing objectives in contracts will earn you XP and silver. Earning enough XP will cause you to level up. This is an extremely important aspect of the game, as you will need to be a high level before you can buy the best weapons and equipment.

You can get started by playing the story hunts; as the first time you complete them you will be rewarded with a large amount of silver and XP. This should be enough to get you some basic equipment and begin your cryptid hunting career!

Changelog

[h3]Features and Changes:[/h3]

Primary Changes
  • Added a new player lobby, the Hunter Fortress
  • Added new Contract hunt mode
  • Added a progression system


New Unlockable Equipment
  • Added Double-Barreled Shotgun
  • Added incendiary ammunition which can damage Wendigos
  • Added Explosive Canisters that set the surroundings on fire
  • Added Tripwires that can trigger Explosive Canisters
  • Added a Crucifix which weakens Strigoi
  • Added a Standing Torch which can light up a large area
  • Added a UV Lamp which weakens nearby Strigoi


Weapons
  • Added muzzle flashes to most weapons
  • Aiming down sights totally overhauled
  • Recoil is now more controllable


User Interface
  • Inventory item splitting now requires a right-click drag
  • Movement disabled while in certain user interfaces
  • Added a "Host Menu" to settings, which allows the host to kick players


[h3]Bugfixes:[/h3]
  • Amulet piece sockets now highlight correctly
  • Wolves can no longer create audio visualisations
  • Strigoi can no longer flee to the edge of Bloodfang and get stuck on trees
  • Fixed multiplayer issues with rivers
  • Ferals can no longer get stuck on terrain at dawn
  • Unfair crate loot distribution fixed
  • Tracks now highlight in Hunter Sense
  • Fixed interact text for the Crossbow and Rifle
  • Lamps and statues now have significantly improved performance
  • Getting damaged no longer changes post-process settings
  • Changed sound-types of many sound effects to be consistent with settings
  • The Elder no longer gets stuck on the crypt stairs
  • Temporarily disabled in-game timer while it's being fixed
  • Blood Alter interaction text made clearer
  • Death no longer gives you max health when revived