another week, another update this update is more polished and bigger from the previous updates, have fun New:
Ghoul: a new predator that hunts down corpses instead of you. Leave a body lying around too long and it'll be gone before you can hide it.
Screecher: a harmless-looking scout that never fights — it just raises the loudest alarm in the game and runs. Kill it before it sees you.
Blowgun: a new silent weapon that briefly deafens a target so it can't call for backup.
Bola: a new weapon that roots a target in place for a moment.
5 new relics: Ghost Step (longer dash invisibility), Silent Grave (exposed corpses never raise the alarm), Owl's Eye (better night stealth), Essence Well (faster Essence charge), Second Skin (less damage taken).
3 new achievements for the above.
Maps:
Every map's water now matches its own theme instead of the same rivers everywhere: some maps get a real lake, some a scattered marsh, and the driest maps (deserts, ruins, salt flats) are now genuinely dry.
Each map also has its own subtle colour mood now, so the same biome feels a little different depending which map you're hunting on.
Feel & visuals:
Wind now blows one consistent direction across dust, fog, rain, and sandstorms instead of each doing its own thing.
Landing a dash or getting hit gives a real squash-and-stretch flinch, on every creature.
Rain leaves wet, moonlit footprints and puddle glints.
The boss intro now genuinely pushes the camera in, not just a letterbox.
Every biome's ground texture now has real light-and-shadow depth.
A real night sky with stars and a moon now shows after dark.
Fires and magic now glow softer and further, not just a tight ring.
Rain now splashes where it lands, not just falling streaks.
Lakes now faintly reflect the trees around them.
Each weapon has its own hit effect now — sparks, mist, splinters, and more.
Shadows near a campfire now bend away from the flame, not just the sun.
Cloaks now blow in the wind, not just when you move.
Killed enemies now dissolve away instead of just fading out.
A long, hard run leaves a visible battle-worn look on your hunter.
Elite and boss auras now have little motes orbiting them.
Grass now bends out of your way as you walk through it.
Trees pick up a frosty rim during a real blizzard.
Ground decor now blends naturally where two biomes meet.
Standing in water now ripples and tints under your feet.
Obstacle clusters read as one coherent thicket instead of scattered rocks.
The weapon tray now shows a real cooldown fill and glows the moment it's ready.
Character-select cards now glow in that hunter's own colour.
Unlocking an achievement or Codex entry now gets a proper reveal moment.
The minimap now shows real terrain colour instead of a flat dark square.
Fire and magic now bloom with real high-quality glow on supported hardware (a proper soft-and-wide HDR-style look, with an automatic fallback if a device can't support it).
A real golden-hour colour sweep now happens right at dawn and dusk, instead of day and night colours just crossing over unremarked.
Balance:
Buffed several underused passives and relics (Phantom Step, Bloodlust, Windrunner, Brawler, Deep Pockets, Hardened, Stormcaller) and enemies that gave too little XP for their threat (Boar, Alpha Wolf).
Toned down a few standouts (Chakram and Knives' strongest evolutions, Nightveil, Gluttony) and adjusted the Ghost and Ironclad hunters.
Twin Sickles' evolution now actually hits harder, not just more often.
Fixes:
Co-op: kills, healing, and pickups now correctly credit whichever player actually did it, instead of always crediting Player 1.
Co-op: Player 2 can now use buildings, herbs, oil flasks, relics, and points of interest.
Duel mode no longer auto-awards a round to Player 2 when both hunters die at the same time — it's a draw.
Enemy spawning is more efficient under the hood, and kill-reaction effects (screen shake, stingers) are now more consistently wired up.
A handful of smaller engine cleanups and 5 new automated correctness checks to catch regressions earlier.
This announcement was originally published by Solvaris on Steam on Sep 3, 2026.
another week, another update this update is more polished and bigger from the previous updates, have fun New:
Ghoul: a new predator that hunts down corpses instead of you. Leave a body lying around too long and it'll be gone before you can hide it.
Screecher: a harmless-looking scout that never fights — it just raises the loudest alarm in the game and runs. Kill it before it sees you.
Blowgun: a new silent weapon that briefly deafens a target so it can't call for backup.
Bola: a new weapon that roots a target in place for a moment.
5 new relics: Ghost Step (longer dash invisibility), Silent Grave (exposed corpses never raise the alarm), Owl's Eye (better night stealth), Essence Well (faster Essence charge), Second Skin (less damage taken).
3 new achievements for the above.
Maps:
Every map's water now matches its own theme instead of the same rivers everywhere: some maps get a real lake, some a scattered marsh, and the driest maps (deserts, ruins, salt flats) are now genuinely dry.
Each map also has its own subtle colour mood now, so the same biome feels a little different depending which map you're hunting on.
Feel & visuals:
Wind now blows one consistent direction across dust, fog, rain, and sandstorms instead of each doing its own thing.
Landing a dash or getting hit gives a real squash-and-stretch flinch, on every creature.
Rain leaves wet, moonlit footprints and puddle glints.
The boss intro now genuinely pushes the camera in, not just a letterbox.
Every biome's ground texture now has real light-and-shadow depth.
A real night sky with stars and a moon now shows after dark.
Fires and magic now glow softer and further, not just a tight ring.
Rain now splashes where it lands, not just falling streaks.
Lakes now faintly reflect the trees around them.
Each weapon has its own hit effect now — sparks, mist, splinters, and more.
Shadows near a campfire now bend away from the flame, not just the sun.
Cloaks now blow in the wind, not just when you move.
Killed enemies now dissolve away instead of just fading out.
A long, hard run leaves a visible battle-worn look on your hunter.
Elite and boss auras now have little motes orbiting them.
Grass now bends out of your way as you walk through it.
Trees pick up a frosty rim during a real blizzard.
Ground decor now blends naturally where two biomes meet.
Standing in water now ripples and tints under your feet.
Obstacle clusters read as one coherent thicket instead of scattered rocks.
The weapon tray now shows a real cooldown fill and glows the moment it's ready.
Character-select cards now glow in that hunter's own colour.
Unlocking an achievement or Codex entry now gets a proper reveal moment.
The minimap now shows real terrain colour instead of a flat dark square.
Fire and magic now bloom with real high-quality glow on supported hardware (a proper soft-and-wide HDR-style look, with an automatic fallback if a device can't support it).
A real golden-hour colour sweep now happens right at dawn and dusk, instead of day and night colours just crossing over unremarked.
Balance:
Buffed several underused passives and relics (Phantom Step, Bloodlust, Windrunner, Brawler, Deep Pockets, Hardened, Stormcaller) and enemies that gave too little XP for their threat (Boar, Alpha Wolf).
Toned down a few standouts (Chakram and Knives' strongest evolutions, Nightveil, Gluttony) and adjusted the Ghost and Ironclad hunters.
Twin Sickles' evolution now actually hits harder, not just more often.
Fixes:
Co-op: kills, healing, and pickups now correctly credit whichever player actually did it, instead of always crediting Player 1.
Co-op: Player 2 can now use buildings, herbs, oil flasks, relics, and points of interest.
Duel mode no longer auto-awards a round to Player 2 when both hunters die at the same time — it's a draw.
Enemy spawning is more efficient under the hood, and kill-reaction effects (screen shake, stingers) are now more consistently wired up.
A handful of smaller engine cleanups and 5 new automated correctness checks to catch regressions earlier.
This announcement was originally published by Solvaris on Steam on Sep 3, 2026.