In this supreme Hunt: Showdown - Platinum Edition you will receive the base game and 13 DLCs! - Hunt: Showdown (base game) - Ronin (one hunter, two weapons) - The Committed (one hunter, two weapons) - The Prodigial Daughter (one hunter, two weapons) - The Rat (one hunter) - The Researcher (one hunter) - The Arcane Archaeologist (one hunter, one weapon) - The Revenant (one hunter, one weapon) - The Trick Shooter (one hunter, two weapons) - Last Gust (one weapon) - Double or Nothing (six weapons) - The Beast Hunter (one hunter, two weapons) - Fire Fight (two weapons) - The Kid (one hunter, two weapons)
The Prodigal Daughter DLC contains: - The Prodigal Daughter (hunter) - The Harbinger (weapon) - The Reckoning (weapon). Many come to the Bayou to forget their past. But Sarah Burton came to confront it, bringing along a Caldwell, a Sparks LRR, and a hunger for revenge. Burton’s mother, honored veteran of the Union received a uniform symbolic of the final victory. Now, her daughter inherits that uniform – alongside a dark legacy, mottled with betrayal, cruelty, and treachery. Vowing to destroy those who had had a hand in her mother’s death, rumor soon has it that the daughter is an ageless, reincarnated and restless spirit of revenge.
This DLC contains one Legendary Hunter and two Legendary wepons, ideal for dual wielding. - The Kid (Hunter) - Ember (one weapon) - Ash (one weapon) The Abaddon boy was a troublemaker. Pickpocket from the time he was five years old, and no surprise coming from a family like that. A moonshine family. A gambling family. Weren’t nobody attended one of their poker games that went home with anything left in their pocket. Turner was the youngest of the eight, and a runt at that. Had a chip on his shoulder, and something to prove. Quick to pick a fight, and just as quick to run off - that is until he got so good at shooting that people started whispering he’d made some kind of dark deal. Was a shame what happened to his siblings though. Ember and Ash, they were called. Figures, seeing as they burned up inside the shack the ten of them lived packed into. All the others made it out. God marked them for the fire with names like that. Turner named his pistols after them. Said every shot was to remind him of them. Keep their memory alive. But I heard it was Turner who started the fire in the first place. Memory, guilt, loyalty. They’re funny things out here in the Bayou. Have a way of getting all twisted up into something sinister. Turner still acts like he has a lot to prove, but these days, he has the skill to prove it, especially with those two Caldwell Conversation Pistols at his sides. Wouldn’t recommend partnering up with him, but wouldn’t recommend underestimating him either. Not anymore. The runt come back to roost.
The Ronin DLC includes two weapons and one Hunter: - The Tanto (weapon) - Seinan Sharpshooter (weapon) - The Ronin (Hunter) The Tanto The Ronin has worn this blade since the day of his oath. During his travels across land and sea, it has been a loyal companion - as keen for fresh blood as its carrier. Seinan Sharpshooter The Ronin briefly fought with the last samurai during the Seinan War, pledging himself to Saigō Takamori. There, he gained notoriety for his deadly use of his Springfield 1866, one of the most advanced weapons on the field. The Ronin Inuta Bakin had barely sworn his oath of allegiance before the Tokugawa shogunate was disposed. Without a master, he has wandered further than most Ronin, seeking the power to take revenge. Something of a traditionalist, he dresses and fights in a style stretching back centuries, but still effective: his leering Oni mask has been the last sight of many to fall in the bayou.
Please note: Hunt: Showdown will be unavailable for all players on Xbox One platforms from the 15th August 2024. Owners of the game will receive a free upgrade for Xbox Series X/S consoles, with all progression & previous purchases automatically carried over to continue playing on the new platform. Please keep this in mind when making future purchases. Savage, nightmarish monsters roam the Louisiana swamps, and you are part of a group of rugged bounty hunters bound to rid the world of their ghastly presence. Banish these creatures from our world, and you will be paid generously—and given the chance to buy more gruesome and powerful weapons. Fail, and death will strip you of both character and gear. Your experience, however, remains in your pool of hunters—called your Bloodline—always. HIGH RISK, HIGH REWARD, HIGH TENSION Hunt’s competitive, match-based gameplay mixes PvP and PvE elements to create a uniquely tense experience where your life, your character, and your gear are always on the line. At the beginning of each Bounty Hunt match, up to 12 players set out to track their monstrous targets. Depending on which mode and team options you’ve chosen, that 12 will include a combination of solo players and teams of two or three. Once they’ve found and defeated one of these they will receive a bounty—and instantly become a target for every other Hunter left on the map. If you don’t watch your back, you’ll find a knife in it, and your last memory will be of someone else walking away with your prize. The higher the risk, the higher the reward–but a single mistake could cost you everything. Hunt's Quick Play game mode offers a shorter match, during which up to ten individual players race to scavenge gear and find and close four rifts as they compete for a diminishing pool of bounty. First Hunter to the final rift absorbs its energy, but must survive the final count down to complete the mission—while the other Hunters attempt to take them out and take the prize for themselves. When the timer runs out the winner keeps their Hunter, while the rest perish. PROGRESSION Even in death, you will be able to progress among the ranks of Hunters via your Bloodline. Though one character may die, their experience will be transferred to your Bloodline, where it can be applied your other Hunters. If you make it off of the map alive, you will be able to use the money and experience you earn to kit out new Hunters and prepare for the next match. If you die, you lose everything but your experience. DARK SIGHT Dark Sight allows Hunters to see into the veil between worlds, making that which cannot be seen by mortal eyes visible to those who have been initiated. Use Dark Sight when you are tracking monsters, and a ghostly light will guide you toward your next target. Dark Sight also marks players carrying a bounty, making them more vulnerable to ambush while trying to escape.
The Arcane Archaelogist includes one Legendary Hunter and a new Legendary Weapon: - The Archaeologist (Hunter) - Mesa Updraught (weapon) Elise Austin made her name trying to understand and protect the archaeological footprints of the Hopi people. This led her to the legend of The Destruction of Palatkwapi, a myth with which she became obsessed - to the detriment of her hard-won reputation. Drifting through the desert, a dream came to her: two children tumbling into black water. Recognizing the image’s importance, she followed it, like so many others, into the bayou. Accompanying the Archaeologist on her desert treks, this Vetterli 71 Deadeye was most at home perched on the rock face of a mesa, scanning the scrub plain for hostiles, and eliminating them.
This DLC contains one Legendary Hunter and two Legendary weapons: - The Beast Hunter (one hunter) - The Bark (one weapon) - The Bite (one weapon) For as long as he could remember, Theodore Tuck was plagued by the same nightmare of being surrounded by sharp teeth, frothing with bloody spittle, snapping to tear the flesh from his bones. And each morning he would awaken with a fresh new scar. Certain that the dreams were an ill-omen, Tuck went on a search finally finding those nightmarish creatures in Louisiana. He proved his mettle by hunting the beasts of the Bayou and his skill with animals, but when he set out to tame the hellhounds themselves, even most Hunters thought he’d gone too far. His attempts earned him infamy – and many additional scars.
This DLC contains one Legendary Hunter and two Legendary Weapons: - Monroe (Hunter) - Pane (weapon) - Lock and Key (weapon) After Henry Monroe was committed to the asylum, he was determined to escape by all means. Failing on the first attempt, he not only gained the attention of Huff himself, but also established Pane – a shard of window– scavenged from the floor as his signature of sorts. His real escape came during a moment of chaos and confusion, when the warden’s infamous Romero – Lock and Key – became his possession. Destitute in the bayou, he fights to survive and to spite those who’d caused his suffering.
Double or Nothing includes six weapons. Particularly suited to dual-wielding, you can use them in pairs or separately as one-handed-weapons. The six deadly guns of this DLC are: - Ethyl (weapon) - Jana (weapon) - Dusk (weapon) - Dawn (weapon) - Jekyll (weapon) - Hyde (weapon) Jekyll This Caldwell is one of two that toe the line between dark and light, evil and good Jekyll fires in the name of justice, but needs Hyde to counterbalance it. Hyde As a reflection on the duality of man, the second Caldwell is Hyde, an instrument of revenge, murder and spite, that needs Jekyll to temper its extremes. Dusk This Nagant Silencer is one of two that mark the edges of the dark. Dusk shines bright as Arsu, God of the evening star, yet will always be defined by the arrival of Dawn. Dawn The second Nagant Silencer is named after the dawn, that shines bright as Azizos, God of the morning star, yet will always recede to allow the arrival of Dusk. Ethyl One of two LeMats designed in honor of the hard-riding, quick-shooting, stagecoach-roping twins of Wild West touring show legend. Ethyl is the bolder and brasher of the two, but will always need Jana to think things through. Jana The second LeMats is designed in honor of Jana, the smarter and cooler of the two. Still she will always need Ethyl to leap before looking.
The Fire Fight contains two Legendary Weapons: - Algiers Phoenix (weapon) - Fire Torn (weapon) Algiers Phoenix: Christened by the New Orleans Fire Department, the Algiers Phoenix helped several victims “rise from the ashes” when it freed them from the flames devouring the Algiers neighborhood. A heavy knife handy both in an emergency, and in the field. Fire Torn : Charred but not destroyed, this Sparks LRR is not a testament to the destructive power of fire, but to the resilience of that which withstands it. A symbol of hope for rejuvenation.
The Revenant DLC includes the irascible gambler of legend and his weapon: - The Revenant (one Hunter) - Caldwell Snake Eyes (one weapon)
A faithful companion throughout an illustrious career, Alison's Winfield was reliable to the end and a constant, comforting reminder of the home she left behind when she traveled to Louisiana.
There are two kinds of people in the world, those living on the right side of the law, and those living on the wrong. Tona Ramirez was the second kind from birth. When she buried her father in an unmarked grave on the border, she took her inheritance: his nickname and a story of a man robbed of fortune. The Rat seeks that fortune now, and that search is what brought her to Louisiana.
Harold Black’s Journal, a collection of anatomical sketches, scientific observations and psychological evaluations, constitute most of what the AHA knows about their enemy. Black received little success until later in life when a chance assignment sent it spiraling down a different path. His hodgepodge education acquired on many walks of life, gave him the unique ability to see connections no one else could, and see reason where others only saw madness.
This DLC contains two gruesome weapons and one legendary hunter: - Carter (Hunter) - Bear's Leg (weapon) - Carter's Quickshot (weapon) Carter William Carter was a sharpshooter, and the inventor of many a curious new attraction for the Wild West Shows he starred in. Ever the showman, he fictionalized most of his life story, and though no one knows his true origins two things are clear: he’s a fearsome shot with an extravagant sense of humor – and adventure. Bear’s Leg This Winfield M1873C Vandal Deadeye played center stage in Carter’s show. He dazzled the crowd, cocking it with extravagant spins, the stage lights glinting on the pearlescent lens and gold-inlay bear. Carter's Quickshot Gifted to the sharpshooter William Carter, this personalized Specter is ideal for pulling off fast shooting sequences to dazzle spectators and intimidate foes.
Gus Leroux: A former lawyer with a penchant for violence, this theatrical Hunter covers his scarred visage with a mask—not because he is ashamed of the injuries beneath, but because it terrifies his opponents.
This DLC contains one Legendary Hunter and two Legendary Weapons: - Cain (one Hunter) - Nightmare (one weapon) - Bone Briar (one weapon) The bones of the dead litter the bayou. It’s easy to get lost amongst them, and easier to fall prey to the lurkers who lost themselves there long ago. First amongst these lost souls is Cain, who’s said to have made the greatest sacrifice, and pays his penance with primal fury. Cain lost the man he once was long ago. But the memories of that man wait in the dark, horrors that feast on his desiccated mind at night. Cain carries Nightmare and the Bone Briar to keep him from getting lost in the labyrinth he’s built of the dead.
This DLC contains one Legendary Hunter and two Legendary Weapons: - Teche Wraith (one hunter) - Wraith’s Hand (one weapon) - Verbena (one weapon) Small and delicate, a choir of pastel purple bunched, fist-like, shading the hidden blades of its subtle, woody thorn. So-named is the Verbena blade, a subtle but steadfast companion for those who stalk the Bayou with stealth. Like the Teche Wraith: that insidious trickster, that Bayou Puck, that outlaw. With theatrical flair he bests his enemies, his Springfield never far from his hand, and a laugh never far from his lips – in spite of all that has befallen his family, and in spite of the corruption that walls them in on every side. Now, the threat of a greater shadow at hand, one he has fought – and bested – before, the Teche Wraith shines out from the shadows, striking at its dark heart. Shadow takes shadow, dawn takes night, camouflaged and protected by the very same energy that fuels that unspeakable being. Light my shadow, dark my days. Light my shadow, dark my days, dark my days, dark my days...
This DLC contains one Legendary Hunter and two Legendary Weapons: - Sofia (one hunter) - Weeping Marigold (one weapon) - Eye for an Eye (one weapon) Marked by death at birth, Sofia thought her visions a blessing until the day they led four dark figures to her family home. Flames consumed everything they touched, and as she watched, the horizon turned a yellow-red, familiar faces melted like wax, twisted in agony, and four gunshots echoed in the night, each followed by the cry of a familiar voice of a family member crossing through the veil. When the last ember died, Sofia performed an old blood ritual, seeking guidance from Death. In that final vision, she saw bloated corpses, an old wooden gate, and a woman presiding over a cemetery blanketed with marigolds; her face blank and smooth, and her bony finger pointed at northeast. Sofia followed the signs in pursuit of the Four. Death is ever-present in the Bayou, stalking any foolish enough to tread among its corrupted inhabitants. And so Sofia – said to be messenger and herald to that dark and ever-present Reaper – inevitably found her way to Louisiana, where she could be close to the source of her visions, and attempt to satiate her desire for vengeance. The American Hunter’s Association did not think twice to initiate her, and she now leads the dead – and the living – in the Bayou to their final sleep with the barrel of the Weeping Marigold and the blades of Eye for an Eye at her side, always searching.
Live by the Blade includes 4 new weapons - Farrier's Fist Forged in a dying fire, the Farrier’s Fist puts the rough in roughshod. A horseshoe turned-melee-weapon, these improvised dusters have helped more than one Hunter out of a tough spot. Reaper’s Hand More than just a farm tool repurposed as a heavy knife, the Reaper’s Hand gained infamy thanks to its deadly silhouette, striking terror in the heart of timid Hunters. The Rasp Among the cruelest of weapons found in the bayou, pray that when you face The Rasp your killer uses it as a knuckle knife. Its first owner, notoriously cruel, was fond of using it for its original purpose: as a drill. Malice Crafted with rage and wielded with malice, this gruesome combat axe came to be when a desperate Hunter was forced to repair the blade in the field with barbed wire in the midst of a revenge-fueled melee slaughter.
This DLC contains one Legendary Hunter and two Legendary weapons: - The Reptilian (one Hunter) - Avarice (one weapon) - Tooth to Tail (one weapon) The Bayou teemed with alligators once, their skins plentiful bounty for hunters like Keith Cowen. Apprenticed to the cruel and ambitious alligator hunter Frank Gravel, Cowen earned his keep on the flesh and hide of that primordial prey. Together the two men relished their prosperity, leaving mountains of scale and bone in their wake. But that was before the corruption. That was before something far more threatening, and far more primeval, drove most of the gators away from the swamps, and left Gravel and Cowen high and dry. As the alligators began to disappear, desperation took hold. Broke and without prospects, they eventually tracked down an alligator – one of the few that dared remain. As Gravel punched Tooth to Tail through scale, fat, and flesh, a mist of greed shrouded Cowen’s mind. He plunged Avarice’s blade into Gravel’s throat and watched him bleed out across the gator's carcass. As their blood seeped into the mud, Cowen donned the beast’s skin: a mantel of victory and betrayal. A perfect match for the American Hunter’s Association, the Bayou’s monstrous inhabitants now feed Cowen’s cold-blooded murderlust.
This DLC contains one Legendary Hunter, and two Legendary Weapons: - The Gunslinger (one hunter) - Felon’s Six (one weapon) - The Accomplice (one weapon) There are those unsuited to a law-abiding life. Those who had a code of ethics that ran contrary to the general consensus, who sought out thrill over security, and solved their disputes with their own mettle. The lawless frontier once offered opportunities abound for such people, but no longer. Crisscrossed with railways and checkerboarded with towns, wilderness only flourished in preserves, and the long arm of the law flexed its muscles. The Gunslinger, an outlaw by the name of May Belle and presumed dead in her home state, was one of the few to narrowly escape the law’s clutches. A final jailbreak, indebted to Felon’s Six as she dubbed it, set her on a path back East, to scope out any means of earning a living through lead. With The Accomplice, reliable as ever, she found what she sought deep in the Bayou, on the frontier between our world and another.
The DLC Spirit of Nian includes: North Star (hunter), The Sovereign (hunter), Sniper’s Gift (weapon), Dragon’s Song (weapon), Fire Monkey (weapon). North Star and the Sovereign: These Chinese Hunters cut their teeth and learned their trade by facing the legendary monster Nian that marks the turning of the Chinese year by coming out to hunt. After facing Nian year after year with brutal, bloody success, they immigrated to the United States in late 1895, in spite of the Geary Act, with help from both Trevors and Huff – Bringing their legendary weapons: Nagant Officer Carbine, Blank Fire Decoys and Fusees.
This DLC contains one Legendary Hunter and three Legendary Weapons: - Sgt. Bridgewater (one hunter) - Honor Above (one weapon) - Standard Issue (one weapon) - Arlington Grave (one weapon) Sergeant Caleb Bridgewater felt he was nothing before the uniform; striding out through the badlands with his brothers in arms made him the man he is today. It was not just the inescapable violence that got the better of his nerves, but orders given that didn’t align with his own moral compass. Honor became an old feeling, lost amongst the urgent need to avenge fallen friends, desperation in protecting the vulnerable, and realizing that their aspirations were misguided: that they were enforcing an idea of order in a wild land that never asked for it. Though Sergeant Bridgewater’s performance made him a shining example to others, his postings passed in a haze as he lost himself. He heard what happened to his friends who were discharged, that they were left to struggle with their personal legacies of war. When word reached him of home, and of what had happened in the Bayou, it rattled him back to reality. Letters told of unspeakable horrors and an existential threat to the United States. He urged his men to return to Louisiana, to fight what seemed to be a good fight – a fight he believed it was the nation’s duty to undertake. In the end, he walked alone, still wearing the uniform, believing he had chosen the most important war.
This DLC contains one Legendary Hunters, two Legendary Weapons, and one Legendary tool: - Hayalî (Legendary Hunter) - Karagöz (Legendary Springfield 1866) - Hacivat (Legendary Scottfield Model 3 Swift) - Lamba (Legendary Alert Trip Mine) In the waning night, when shadows dance in firelight, if the dark is devoid of leering eyes, the Shadow Puppeteer can be convinced to do his show. Out comes a threadbare cloth, and the witty Karagöz and haughty Hacivat are introduced. Although Hayalî's translation from Turkish is not quite perfect, even the most solemn Hunter can be made to laugh or cry at the jostling between Karagöz and Hacivat. Hayalî's life is veiled in tales and riddles—consequences of a mind split in two. Some details are agreed upon. He had once been something of a heroic soldier, apparently known to the Ottoman Sultan himself. Days spent campaigning; nights spent keeping spirits high with his father's shadow plays. Something happened that caused him to flee to America. There, he turned away from bloodshed and tried to make his living by joining travelling shows, despoiled carnivals, and dreaded circuses. This was either not enough, or all too much, and soon he found himself again hunting in the shadows, directing his quarry to its death. If Hayalî's plays run too long, they become something else altogether in the space between light and darkness. Karagöz and Hacivat’s janky movements become fluid, their speech projects as if they had lungs, their bodies take on depth, and the threadbare cloth breathes with life. Only then will Karagöz and Hacivat tell a story unheard of in their homeland. The two friends, now something more, suffer misfortune: Hacivat is confined to a cage, either a dark cell or ornate room of the Kafes. Karagöz hatches a plan. The two stage a bloody fight, and both faces are mauled beyond recognition. Making amends, they bandage their wounds, and one leaves confinement while the other stays. Both depart saying Karagöz’s familiar words: May my transgressions be forgiven.
This DLC contains one Legendary Hunter, two Legendary weapons, and one Legendary tool: - The Concubine (one hunter) - Shahmaran (one weapon) - Sister’s Anguish (one weapon) - Pride’s Death (Heavy Knife) Alaz’s garments, once bright, patterned, and colorful, now dulled by mud and blood. The stains of which form new filigrees, new intricate inscriptions of death. So too are her stories. Drenched in bloodshed, unrecognizable from their first times told. But they all start the same: a merchant who set sail from an unfamiliar land, sisters bound by twisted fate forced to follow him. The sails limped, the trade winds failed to blow, and the merchant revealed the evil within him. Trapped on still waters, each day of the voyage was marked by new horrors. Alaz witnessed her sisters wither in pain, finding peace only in the cold embrace of the sea. She promised to avenge their misery and unleash the storm. At the Port of New Orleans, the rich greeted them as they disembarked. A mansion they had dubbed the Sultan’s Palace had been prepared. Food and drinks were plenty, enough to satisfy any gluttonous desire, and melodies from Alaz's homeland joined the rich music in the streets of New Orleans. Debauchery deafened ears and blinded eyes. It was not long until the wind howled, the port waters boiled, and Alaz prepared herself to greet the merchant in his chamber once again, but with Pride’s Death in her hand. She carefully tore at muscle and flesh, taking his pride, and leaving him bleeding out on his bed. Her dress bloodied, she joined the guests in the main hall to grant them a quick death with the merchant’s precious rifle, Shahmaran. When the storm died out in the morning, a river of blood gushed out the Sultan’s Palace into the storm-swept streets. The citizens of New Orleans discovered the bodies piled in the hall. And when puzzled minds started asking questions, Alaz had already spent her first bounty on a weapon she dubbed Sister’s Anguish.
This DLC contains one Legendary Hunter, two Legendary Weapons, and one Legendary consumable: - The Prodigal Son (Legendary Hunter) - Soldier's Brother (Drilling) - Brave Charge (Scottfield Model 3 Swift) - Breach Blast (Dynamite Stick) The reckoning for Sarah Burton came in the shape of a man clad in an old uniform, his face hidden behind an iron mask. He was more than a Prodigal Son—he was a brother to a sister. On the day he returned, the Prodigal Daughter had slipped up and found herself staring down the barrel of a gun. Her assailant pulled back the hammer and paused; there was someone else emerging from the ashen fog. The assailant barely had time to register the doppelganger before catching two shots in the chest and being blasted apart by a third. Sarah’s savior wore a mask, but she would recognize him anywhere. Richard “Rick” Burton: her twin. He had followed his mother’s footsteps in a way that Sarah never could, and enlisted as soon as he was of age. It wasn't long after that when an official letter arrived to say he'd been lost in a brave charge, and was now buried in the Black Hills. Sarah always blamed that letter for setting off the series of events that led to their mother's death. The day she passed, Sarah engraved 'Richard' on a bullet. Rick knew he didn’t deserve to be greeted with open arms, but he had amends to make. In the years since he’d left, he lived as a dead man. He had no papers and did dirty work, the type of work that needed an iron mask. The skills he picked up along the way would make him a deadly ally in the Hunt. The Prodigal Son knew there was a bullet out there with his name on it—he figured it best to keep it close.
This DLC contains one Legendary Hunter, two Legendary weapons, and one Legendary consumable: - Biatatá (Hunter) - Cobra da Várzea (Scottfield Model 3 Spitfire) - Proteção do Andarilho (Winfield 1893 Slate) - Língua de Fogo (Liquid Fire Bomb). The following excerpt was retrieved from the short story “Cobra da Várzea”, published in a clandestine local paper from Salvador (Bahia), United States of Brazil (Typewritten translation attached) It's three after midnight, and the only light for leagues comes from the small fire she built in the sand. She works a knife with steady, agile fingers and carefully carves out her prize. When it gives in, it is with a wet sound, and she closes her hand around it like an embrace. At her feet, four men protest in muffled whimpers, facing the night with bleeding holes where they once had eyes. When the fishermen find them, they will be dressed in white by the waves of the Atlantic, awaiting final judgment for sins the courts of men had swiftly forgiven. By then, she will be long gone. “It's Biatatá’s doing.” The hushed whispers will spread through the streets and the pews. Some will call her a hero, others a murderer, and the superstitious will insist on the stories of a fiery snake stealing men's eyes and driving them mad. Above all, the people will ask, and the papers will plead, why? Rolling the fresh eyeball in her fingers, she wonders, not for the first time, if she could ever answer. She never believed in justice, and she can't remember the last time she enjoyed revenge. All she remembers is being small and scrawny and invisible in a crowd of too many. Falling and being used as pavement. Bleeding and being left to rot. She asked why many times, and when the answer came to her, it felt like soothing to a burn. Perhaps the reason for one’s evil is simply that one can. And if so, then her own reasons could be just as plain. Not a savior nor a beast. She kills these wretched men because she can, and others won't. She throws the eye into the flames and takes a deep breath before smiling. Tomorrow, she travels North to colder lands, on the trail of worse evils and tougher choices. But tonight, the salty air of Salvador warms her skin, and as the men’s cries fade into silence, she knows these dead will not come back.
This DLC contains one Legendary Hunter, two Legendary Weapons and one Legendary Tool: - The Reaper (one hunter) - Quietus (one weapon) - Memento Mori (one weapon) - The Scythe (one tool) Claeg Grey donned the mask and robe not for himself, but for the sake of his family. The first time Claeg realized something was wrong was when he went out on an errand for his wife Emma. He kissed her goodbye and mounted his horse to ride into town, but when he blinked once again, he was five miles away from home and his horse lay bleeding from its throat. He walked all the way back home covered in blood to meet the panicked tears of his wife, children, and friends. From then on, it took Claeg every fiber of his being to concentrate even on the smallest task. Doing work on the farm became insurmountable labor, and his children wept in the corners when he mixed up their names and faces. Emma took him to countless doctors who couldn’t give a name to his ailment, but any person of the cloth they met all said the same thing: A demon was slowly taking over Claeg’s body, and he was in dire need of salvation. “The demon is only sated after sacrifice!” The good Christians would wail. “Stop him before it’s too late.” But the time to stop Claeg never came. And when he awoke one day to his friend’s blood upon his throwing axe, his wails of anguish echoed through the town. It was death that brought Claeg back to life, and so Emma brought him to the man in DeSalle who they knew dealt in death. And death he dealt. Waking to become himself only when blood caked his hands, and his prey took their last breath. Countless has to die so that he, in a sense, wouldn’t. So that he remembered the reason he lived this torturous existence. So that he could remember the laughs of his children and the touch of his wife. So that no demon could take his place. Claeg Grey donned the mask and robe not for himself, but for the sake of his family. So that no one would know his true self. So that his loved ones could finally find peace once more. And so that he could find clarity in freely administering death.
This DLC contains one Legendary Hunter and 3 Legendary Weapons: - The Moorhound (Hunter) - Maw of Darkness (Romero 77) - Hell’s Dewclaw (Caldwell Pax) - Snarling Dawn (Flare Pistol). Tales of a fearsome black dog permeate every corner of Wales, Scotland, and England. Occasionally a protector of the land, it is more commonly an omen and bringer of death, as was the case in the Welsh town of Portmadoc. Thus, a party of six set out with one motive: slay the black hound that haunted their moors. All six ignored mockery, counsel, and pleas before disappearing into the moors’ eternal mist. The town waited until morning for their return. Believers waited a week. Families waited a month. But when the seasons changed, all gave up hope. Over a year later the youngest of the party, seventeen-year-old Jacob Arawn, returned. Bruised and bloody, he was alone – but carried a dog’s head twice the size of any other, its eyes still burning red with liquid fire. Jacob never recounted the same story twice, but there was one detail that remained consistent: his party travelled into the Underworld to find the beast, and he was the only one who escaped. Soon, Jacob was flooded with letters from towns living in fear of their own dark Hellhounds. Tired, haggard, and with yet unhealed wounds, Jacob was indignant to hear of more monstrous hounds. He didn’t hesitate to journey to moors far afield, where his life was consumed by the never-ending quest to banish all of Hell’s hounds from the isle. Eventually, rumors of The Black Dog neared extinction. In their stead, travelers and taverns told tales of The Moorhound: a Hunter who sails on the mist, strikes with the lightning, and protects his sacred moors from trespassers. Children and adults alike now feared The Moorhound, the very man who sought to rid them of the dogs that prowled through their nightmares. Perhaps perturbed by this betrayal, Jacob now sets sail for a new land, where he may leave his myth behind and continue his fight against the Underworld and its new packs of Hellhounds. Or perhaps he cares nothing of the myths and, more than half a century after leaving Portmadoc, the bayou offers the only thing he knows: a Hunt.
This DLC contains one Legendary Hunter, two legendary weapons, and one Legendary tool: - Luz Mala (Hunter) - Del Ojo (Vetterli 71 Karabiner Deadeye) - Raíz Mala (Caldwell Conversion Chain Pistol) - Premio del Tonto (Choke Bomb). Riders and shepherds on the great rangelands of Patagonia know not to follow la Luz Mala, the bad lights, when they flicker in the night. The wise warn the curious against being lured by the dancing phosphoresce. But the foolhardy are tempted by stories that la Luz Mala lead to riches and treasures. When those that are want to stray do, the luckiest find old bones and broken pots under the lights. The rest find their graves. The bad lights are strongest on days where rainfall is a distant memory, when canteens swill with dregs, and the earth cracks and gasps. On such a day, years ago, a girl was sent for water. She ignored her elder's advice and strayed towards the lights. She walked until it fell dark, and then further until it became bright. Lost, she spent days on the plain, sucking the moisture out of roots, until a plume of smoke ushered her homewards. At the base of the plume, she only found a massacre. After she buried her family, she saw the lights again on the horizon and set off after them, her despair mingled with a newfound veneration. The ranchers who committed the massacre also knew the legends of la Luz Mala, but did not fear them. They believed them to be some kind of natural luminescence, nothing more. But as the years wore on, and their hair greyed, when they saw the lights, they became more and more uneasy, as if the lights were looking back at them. Once their uneasiness set in, it soon blossomed into outright terror. Whenever the lights appeared, one of their number would turn up dead. The ranchers began to believe the stories that they were the spirits of the unquiet dead. Some chased the lights, daring them to fight. Others fled, new lights blinking into their path from the depths of the darkened plain. The girl spent too long as the ghost in the glow. She could no longer distinguish herself from la Luz Mala, and though her vengeance was sated, the lights still guided her on. The legend of the bad lights spread, and soon even the bayou was said to flicker with the threat of Luz Mala.
As of update 1.15, the Legendary Utsusemi (Katana) is now included in the DLC package. Everyone who has purchased the DLC before the 1.15 release will receive the Katana automatically. This DLC contains one Legendary Hunter, two Legendary Weapons and one Legendary Tool: - The Miko (Hunter) - Ochita Mozu (Hunting Bow) - Utsusemi (Katana) - Yomi (Throwing Knives). Chisato Ryoko pressed her ear to the shrine bell to hear it sing of omens to come: plagues of beetles and frogs, crippling winters, a priest breaking their foot between cobbled stones. She clung to the bell the night the shrine burned, her family run off, the priests pushed from cliffs. But Ryoko remained. She alone witnessed the ronin who appeared and cut down each desecrator. The ronin pulled Ryoko from the temple bell, pressed her ear to a sword, and abandoned her. She could hear a melody in the blade—it sang louder than the bell. Ryoko cared for the shrine’s ruin, polishing the cinder ribs of torii gates, but the katana’s hum turned more brutal—hypnotic, even—until one day she left to silence whatever made it sing. Entranced, she endured three trials: She crossed a lake frozen with a thousand peering birds. A single glance would lock her soul inside their stilled wings. She navigated ravines of a thousand bones, crawling with a thirst for things beyond water. At last, that which made the blade sing appeared—a crane with a corruption of cicadas spooled from its infested, wounded lungs. The crane lanced her jaw with its bill and prayed. “Rejoice, for each new hole is one more place for light to shine through.” Ryoko broke the crane’s neck. The trees fell silent, and the trance ended. She ventured to the edge of the sea and listened to her blade once more. A new song hummed from the other side of the sunrise, where the water turned black and the hearts of damned men begged for holes and light.
This DLC contains one Legendary Hunter and three Legendary weapons: - The Prescient (one Hunter) - The Forewarning (one weapon) - Moon Bleached (one weapon) - The Blindside (one weapon) Ira Ozols was never blind to the injustice of her life, though she no longer speaks of why. Whatever happened, she was driven to find order, to find a way to balance the odds. The rabbit hole she followed led deeper and deeper into a shadowy sect of the AHA that sought to keep the world’s unpalatable truths covered. As she passed from success to success, the sect assigned her to straighten out one of their wayward sons, Isaac Powell. Powell, now The Night Seer, impressed Ozols with his vision of a world turned upside down. She grew jealous of his foresight and saw the way to achieve the justice she craved: a way to balance the rightness of actions by both their past and future effects. Ozols gained the Night Seer’s trust, and he confided in her the ritual he had undertaken. She repeated it, and as the power coursed through her, it left her blind to the present, but with a powerful and uncanny sense of what was to come. But seeing the Night Seer’s path, more vividly than he himself had ever managed, shocked Ozols. She shredded her white robes and dyed them black. The symbols of power she’d once daubed in blood, she bleached again with the light from the corrupted moon, enriching her affinity for Dark Sight. She tied the scraps around her weapons, sure reminders to keep her path true. Relying on her heightened perception, familiarity with Dark Sight, and uncanny foresight, Ozols now pursues the Night of the Hunter and any who would work towards their goals. In turn, the Night Seer feels the threat of there being one with greater power than himself, and knows that his prophecy will not come true if another has witnessed it. Now, they are locked in a dark duel, each moving two steps ahead of the other.
This DLC contains four Legendary weapons: - Rougarou (weapon) - Once Bitten (weapon) - Blood Moon (weapon) - Midnight Howl (weapon) This set of new Legendary weapons is for those seeking to channel the wolf’s efficient brutality. Controlled by bloodlust, hunger, and the undeniable pull of the moon – we fear wolves; we are wolves. And from wolves, we Hunters have much to learn.
This DLC contains one Legendary Hunter, two Legendary weapons, and one Legendary tool: - Lonely Howl (one hunter) - Ripper (one weapon) - Stalker’s Snarl (one weapon) - Rawhide (Dusters) Beasts skinned to flesh and bone, the stench of boiling innards, and the rusty smell of blood dripping from the veins cut clean were the first images burned into Leonel Frisk’s young mind, and they awoke something terrible in him: An unnatural affinity for violence. Son to revered wolf hunters in Kansas, he watched his mother and father stalk, hunt, and gut the beasts in front of his infant eyes. With each prey brought to the slaughterhouse they called home, the red haze grew and clouded his mind with sanguine dreams. When he held his first small game in crimson hands under the silvery light of the full moon, wolves howled as if to celebrate his rite of passage, unaware of the unholy bloodthirst burning in his heart, and ignorant of the bloodshed he’d bring upon them. It was the wolves – not his father – who taught Frisk how to hunt. Envious of their savage nature and hunting prowess, Frisk wanted to prove his worth by taking down the alpha wolf with the Caldwell Pax his father gave him. Successful, he adorned himself with the alpha’s skin, and his Caldwell with the fang ripped bloody from its maw and tried to stab his own father in the heart. He would become the mightiest predator in his territory. But in spite of besting the forest’s alpha, he could not best his father, and so Frisk disappeared in the night, taking only his father’s Caldwell and a Hunting Bow. His bloodlust led him to Louisiana, where he continued hunting, ignorant of the shadows tracking his every move; shadows Hunters in the Bayou would later come to know as Dire Wolf and Luna Wolf; shadows he had once called mother and father. Like a lone wolf, he listened to his instincts and left one pack for another, forgetting his human nature and his father’s words: “A wolf that leaves its pack becomes a threat.
This DLC contains one Legendary Hunter, two Legendary weapons, and one Legendary consumable: - Scaramuccia (Hunter) - Opera Glasses (Winfield M1873C Marksman) - Macchinista (Sparks Pistol) - Spaccagambe (Concertina Trip Mine). Scaramuccia’s trinity mask intimidates any audience, but the many faces behind the mask are quick to perform the fool, the friend, or the villain. Whichever he senses will put a room at ease, or compel it to serve his will. The three-faced mask always conceals which way he looks, confusing predator and prey alike until his next move. It’s a mask that has only been seen once before: worn by a gifted harlequin, who was the leading act of a renowned three-man troupe. The troupe’s director kept the harlequin caged between shows, spreading rumors of grotesque disfigurement and urging people to join the audience for a glimpse beneath the mask. The third of the troupe was the bard, who drew people in with songs of sorrow and sympathy for the harlequin’s disfigurement, before entrancing that same crowd with accompaniments to the troupe’s one-man shows. Many who came to see the plays clamored for a chance to peek at the harlequin’s face, trying to confirm the irresistibly horrifying descriptions the rumors spoke of. But no such chance came, and none could ever find what lair the troupe held the harlequin in between shows. With the show’s success, the director’s clothing grew more lavish and the bard’s guitar more ornate, yet the harlequin’s single costume tore new holes every day. Poverty only added to both the spectacle and pity for the alleged freak, and a freak show proved to draw a greater paying audience than theatre. Then at the peak of the show’s success, the director, bard, and harlequin all vanished without trace. Some weeks later, two bodies were found in the canal stripped of their clothes and with faces too grotesque to identify. Now, amongst the torment of the Bayou, the troupe’s sole survivor christens himself “Scaramuccia”. On the hunt, his finely crafted demeanor shifts and relaxes: relishing not the hunt, but the accursed swamps themselves. Perhaps peeling away the mask would reveal a face less akin to his fellow hunters, and more like what he hunts.
This DLC contains one Legendary Hunter, two Legendary weapons, and one Legendary consumable: - The Penitent (one Hunter) - Delirium (one weapon) - The Scourge (one weapon) - False Sacrament (Regeneration Shot) Like a hound experiencing their first taste of fresh meat, Damien Yedaiah became obsessed with pain when the sweet touch of his whip granted him the salvation and forgiveness that he sought for years. In its warm embrace, pain helped Damien fight his remorse and shatter his memories – a blessing bestowed by the Lord himself. But as the years passed, his scars – testimonies to his imperious devotion – grew. Festering wounds stretched across his body like vast mountains, burying his nerves deep beneath thick layers of scab and scar, and one day, his body became numb, and pain, his guide to salvation, abandoned him. Each jolt of pain had been marked by sweat, blood, and his inharmonious moans that had kept his demons at bay, but that night his whip travelled in the air for nothing. A candle’s light, too weak to even illuminate the wax underneath, flickered once, then twice, as the whip rose and fell, ripping off skin and flesh, but delivering no pain but disappointment. Shadows danced with the flickering light as if to celebrate their arrival, and the demons, screaming louder than ever, greeted Damien mockingly. An anguished moan echoed in his sanctum, a crypt cloistered beneath the St. Francis Seraph Church, and Damien trembled in desperation as his demons resurfaced. Possessed by a need for the scape of pain, he did what he had to do to silence them, wrapping the parts of his body untouched by the whip with barbed wire. But it wasn’t enough. Desperate, he skinned his own face and hid it behind a cloth bag dipped in salt. But the ecstasy was temporary. The candle’s light died, and with it, hope. He stood in the dark surrounded by his past as memories flashed before his eyes: his wife, chest cut open, face shredded, and hands tied with her own intestines – her eyes fixed on him, as if begging for mercy that is never to come. Behind her, his son, limbs severed from joints, each nailed on a big cross and crudely sewn together, forming a sculpture of flesh, and Damien holding the shotgun he later dubbed Delirium, as a reminder of his sins. And through the frenzy of images, a voice spoke of peace, the promise too tempting to resist. With The Scourge in his hand, still dripping his own blood, he took his first step into the AHA branch in Louisiana, and the voices, now harmonious, welcomed him to the Hunt.
This DLC contains one Legendary Hunter, two Legendary weapons and one Legendary Ammo Box. - The Turncoat (one hunter) - Dolch 96 pair Crossfire & Ambush (two weapons) - Red Cask (Ammo Box) The sun sets slow westward, blanketing the sky red and drawing the shadows out long on the meridian. Where the land hollows and dries, where undergrowth turns to scrub and dust, linger and traipse the remnants of bloodshed. There are those broken by engines of war and industry in the East, turned to something not quite resembling the human that once was. Faulty mechanisms still ticking, without purpose, working away at redundant tasks. The Turncoat was one such tool of industry and war. Once broken in, Wim Jansen was given new purpose: guns to kill with and a regiment to kill for. All were sent West to bleed the land dry. But the bloodshed coagulated in Red Cask Gulch, where Jansen lost his colors. The only survivor of an ambush that claimed the lives of his men, Jansen was saved by a flash flood that washed the killing floor downstream, purifying the gulch of slaughter. Rising from the mud two days later with only the Dolch pair Crossfire and Ambush, an Ammo Box he named for the Gulch, and the tags of his fallen friends, Jansen set off across the plain seeking revenge – only to find himself dubbed a turncoat and a traitor in his absence. After his vengeance was sated, the name stuck, but The Turncoat was already caught on the meridian of blood, and set off along it in pursuit of more violence.
This DLC contains one Legendary Hunter, two Legendary weapons, and one Legendary tool: - Daughter of Decay (one hunter) - Bountiful (one weapon) - First Fruits (one weapon) - The Scion (Knuckle Knife)" " Maeve Flynn was born alongside the first fruits of a plentiful harvest that let her family feast and rejoice for many days and nights. But in the coming years, their land grew ill, and soon they all followed. Siblings and cousins, aunts and uncles: Maeve helped her mother give them all back to the earth, burying them with their favorite possessions in hand. When Maeve buried her mother, there were no treasures left to harvest, so she placed dried seeds on her cold fingers and prayed they brought her mother bounty in a world beyond. Harvest season came again, and from the decaying flesh of her kin, the crops grew fuller and richer than ever before. A ravenous Maeve fed and gorged, and when her gaunt body could take no more, she shared it with the birds, the rabbits, and the deer. Maeve kept to herself, and it would be many years before she met another person. When she did, they were people no longer. Disgusted by the greed of the rotting who refused to give back what was no longer theirs, she turned her tools into weapons and left her home behind. Following the scent of death to the Bayou, she readied herself for a different kind of harvest.
This DLC contains one Legendary Hunter, two Legendary weapons, and one Legendary tool: - The Bone Mason (Hunter) - Fissure (Romero 77 Hatchet) - Fresh Marrow (Caldwell Conversion Uppercut) - Scarfskin Satchel (First Aid Kit). The bells of Notre-Dame de Paris marked the passing hours with agonizing screams. For five days the city was soaked in rain, and Béatrice Maunet was exhausted. She had searched every street and alley, yet her son Henri was nowhere to be found. Was it desperation or the whispers of the bones that brought her to an entrance of the Catacombs of Paris? As she read the warning out loud: “Arrête! C'est ici l'empire de la mort,” hope fired in her heart, Henri was a courageous boy. In the world above, days turned to nights, but in the halls of the dead, time stood still. As she journeyed through the pitch-black labyrinth, she could only navigate by memorizing the feel of each bone and skull: every crack a signpost, every fracture a landmark. Darkness governed her mind and soul, and the bone-walls whispered countless stories of demise. She walked and walked, until in an uncharted hall she felt her boy’s face amongst the dry bones. She emerged emaciated, no one knew how long she'd spent in the tomb, her boy's body decaying in her arms. Béatrice cleaned the remains, giving Henri his last bath. Her mind was clouded by remorse, she had hoped to find a different kind of closure in the Catacombs. She returned to offer his bones to the walls, but they raged against her. With little choice, she listened, and set the walls right. Reunited families, friends, and lovers, and split apart embittered rivals. But this was not enough, the bones needed to reach beyond the tombs. She found herself finishing their business and stacking the walls ever higher. The Catacombs most dire challenge that took her across the Atlantic, to the ruins of New France. If The Bone Mason did all they asked there, in Louisiana, she would be allowed to finally lay her boy to rest.
In folklore, the Crossroads is a place situated between worlds, where one might encounter the supernatural, or make a deal with the devil. Hunt: Showdown’s Crossroads weapon pack contains four weapons for Hunters of refined skill and taste – three firearms and a bomb lance. Add them to your arsenal at your enemies’ peril. The weapons: Shellback For the sailors who came and fought their way to the top of the AHA, the Shellback bomb lance was the weapon of choice for harpooning enemies both in water and on land. Both intimate and deadly. Baptismal Blood This Mosin-Nagant Avtomat is presented to Acolytes of the Night for their final initiation rite. If they pass or fail, they add either their enemies’ blood, or their own bone. Sinner’s Prayer The fine steel ornamentation on this Nitro Express is fit for a king – but the Sinners forfeit all titles. Those who carry it into the Louisiana swamps find themselves lords of a dark kingdom indeed. Rite of Passage Each who has risen in the ranks and completed the ritual should bear a sign of their prestige. For those who have made it, that sign is this Dolch, friend and companion for the darkest of trials.
The Legends of the Bayou DLC plunges deep into the bayou’s dark heart to christen the full release of Hunt: Showdown and provide those loyal to the cause with two new Legendary Hunter characters, two unique weapons, and 500 Blood Bonds. Stepping out of the shadows are two formidable figures. These exclusive Legendary Hunters take contracts like any other, though their true loyalties remain shrouded in secrecy. The first of these is the Bone Doctor, an influential practitioner of voodoo. He has foreseen the evil, which befell the swamp, long before it even arrived. Now that evil has arrived in force, it has learned to fear the doctor’s bleached skull visage, and his necklace of prophecy bones that foretells its own downfall. The Weird Sister is one of The Bone Doctor’s most faithful followers. Once called Cora Beukes, her visage has been obscured by the markings and talismans that guarantee her safe travel through this world and the next. Copperhead, named for the ubiquitous indigenous snake, is a legendary Nagant M1895. A weapon of distinction, it is only carried by the very first Hunters to reach the bayou, and is all the proof you’ll need to show you were here from the start. Blood Oath is inscribed with the family oath of the infamous McGowan twins - “Bound in Blood, Two are One” - a saying that has since been repeated by many long-enduring Hunter duos, and a throwback to an era when all Hunters seemed to fight in twos.
This DLC contains one Legendary Hunter, two Legendary weapons, and one Legendary tool: - The Cowl (Hunter) - Rib Burster (Springfield M1892 Krag Bayonet) - Eye Taker (Hunting Bow) - Swarm Cutter (Throwing Knives) The Cowl is a mantle chosen by a man who knew how quickly order could become chaos with just the thrust of a blade. Once called Horatio, as a child he would confuse the pheromones of an ant colony and watch them march in a spiral until death. Or sit with a hand outstretched and a lamp lit, waiting for bugs to settle on his palm. He bottled them, studied them, and confided in them, for he had no one else. Horatio learned his insects were closer to humankind than others liked to think. He noticed that we both arrange ourselves into groups with leaders and common goals, sometimes for betterment, sometimes not. Like his father, Horatio went to an Officer Academy, where, surrounded by hierarchies, his obsession with undoing them only grew. The queen of a hive is worth the lives of a thousand workers. Horatio’s philosophy did not go unnoticed, and eventually he was dishonorably discharged. Though Horatio had nothing, his only pity was for his bugs—they depended on each other so much that they were vulnerable when alone. So, he developed what he knew, and made his living by thrusting his blade in just the right place to leverage the most destruction. His work brought him to the bayou: another moth, another flame. Horatio found others like him, wracked by Corruption. His first Hunt, he came face-to-face—or lack thereof—with the Assassin, who slashed his chest open in a single stroke. Left for dead with beetles enveloping him, he had a revelation: the swarm of creatures shrouding him may have had no leader, but they were all driven by a base instinct towards their greater purpose. It was from that plight that The Cowl would emerge, swearing to ascend to his highest potential.
This DLC contains one Legendary Hunter, two Legendary Weapons, and one Legendary Consumable: - Mountie (Hunter) - Tarnished Record (Winfield M1876 Centennial) - Crimson Fist (Scottfield Brawler) - Royal Standard (Ammo Box) Among the Mounted Police, Sergeant Jeffrey Forsyth had a reputation for being a strict enforcer of the law. One stormy night he heard of a half-crazed trapper raving about bandits brutalizing local camps in the territory. He was commanded to wait for the rest of his unit, but a whisper in the back of his head told Forsyth this could not wait. He rode out against orders and alone. After a long night’s ride, he picked up a trail of blood and gore leading to a gruesome scene. Around an altar of corpses, three hideous figures stood, calling on something called The Sculptor. Without hesitation he opened fire, levering his rifle and fighting back both revulsion and terror. When his troop found Forsyth, he knelt alone amidst the carnage, dumbstruck and shaking. Lacking any explanation, his comrades put him in chains for his safety, and theirs. Days later a stranger came to his cell. “Tell me everything you saw. Tell me as if your life depends on it.” Though he had never met the man before the voice was familiar from the whispers in his head nights before. Forsyth regained his wits and complied, sparing no details. That night, Forsyth was awakened by gunfire, and the jangle of keys. “Come on, unless you want to hang,” the stranger said. Jeffrey did not need to be told twice. When they stopped to make camp, John Victor introduced himself by name and without warning jabbed Forsyth with a heavy needle. Overwhelmed by the inoculation, Forsyth could only listen as John Victor spoke of the secret war that he was being drafted into. Knowing he could never go back to his life before, Forsyth agreed to Hunt. This was his new justice, his new purpose and warrant.
This DLC contains four Legendary weapons: - Sui’s Bane (one weapon) - Ascent (one weapon) - The Seventh Sun (one weapon) - Yuchang (one weapon) When the New Year dawns in the East, demons enter our world to prey upon flesh and mind. It is on that day when the morning is adorned by talismans, the dragon’s dance begins in the afternoon, and the night sky blazes with red fireworks to ward off the demons. Many would resort to ancient practices in which they find hope; the Hunters in China, however, find hope in both tradition and steel. They have been fighting the demons relentlessly with the weapons they have blessed with legends, and their efforts haven’t gone unnoticed in the West. Once desperation took hold in Louisiana, Jason Trevors didn’t wait another second to seize the opportunity. He paid the price, made the deals, and the Azure Arsenal began its travels towards him across ocean and land. Crafted and perfected by the veteran Hunters of China, each of these weapons are believed to possess a great power. They are now waiting to be claimed by those who are willing to pierce the heart of corruption with lead and steel blessed under the azure sky.
This DLC contains one Legendary Hunter, two Legendary weapons, and one Legendary tool: - Iron Bark (Hunter) - Bonecutter (Caldwell Rival 78) - Hunter's Guide (LeMat Revolver) - Traitor’s Tooth (Knuckle Knife). Crawling through snow and maggots, slipping on blood and ice. It was their first winter and their first memory, ending with the warm, feral breath of a young, hungry wolf. But the wolf took pity on the meager snack and brought it home to raise. Pups shared their warmth eagerly, and elders shared their food generously. Old and young alike tried and failed to teach the child to hunt, but still the babe grew strong through infancy. One night, the wolf-child vanished, worrying the pack for four days. On the fifth day, the child returned, hauling the corpses of a dozen greedy woodsmen back to the den one by one. This fed the pack’s bellies and spirits for weeks, yet the respect it earned lasted less than a season. The elder wolves died, and the young pups were left to find their own territory and form their own packs. Thus, not even an adolescent, the child was once again an orphan. Villagers came looking for the wolf-child's head, their bullets and fire ravaging the forest. They chased the child far, far from home over the course of many seasons—seasons of fear which stripped the flesh from the wolf-child's bones. Desperate and feral, they tore open the throat of the first creature they found and feasted ravenously. Their senses slowly returned and greeted them with a familiar scent: this was one of their old wolf brethren. A howl pierced the wind, warning of a hunt. The wolf-man ran fast on the strength of a hearty meal. Weakened in heart but strong in flesh, the wolf-man retreated to the mountains, still hounded on all sides by their old, unyielding family. Atop the highest mountain peak, there was nowhere left to run. The wolf-man could die here, burdened with the guilt of betrayal, or they could free themselves from shame with tooth and blood. And so it was that Iron Bark descended from the mountaintop, belly full and skin warmed by furs they did not have on the ascent.
This DLC contains one Legendary Hunter, two Legendary Weapons, and one Legendary Tool: - Captain Laffite (Legendary Hunter) - Scuttled Glory (Legendary Winfield 1887 Terminus) - Knuckle Shunt (Legendary Scottfield Model 3 Brawler) - Hagfish Bronze (Legendary Choke Bomb) Crabs came for him first. They pinched off the softest flesh and chewed with diseased mandibles. He rolled on razor shells as an urchin lapped up bile with the spines of its mouth. All beings of low tide trawled the marsh to join in the dismemberment. Above him the sky was pure, deep water, and the fate of all drowned men flooded mud-ripe into his lungs. Time did not exist for Burman Laffite in the Land of the Dead, and his torment stretched forever. Memories surfaced, sank, and surfaced again while a scarab behemoth gnawed his spine: Tossed overboard as a baby. A steamboat’s searchlight swiping over his infant, lice-ridden flesh. A boyhood spent on docks, knee deep in fish guts, beaten at every saloon in New Orleans. Civil War. Hiding under a flag from Rebels. Horses beheaded by cannonballs. The Union Navy. An explosion, abandoning the Housatonic. Reveling in a failed succession. Failed marriage. Failed fatherhood. And finally, a failed steamboat captain. Cursed upon the deadest of seafloors. Inside his lungs a kingdom of mud festered. It kept him alive as crustacean goliaths swallowed his parts and regurgitated them once more. The Delphine’s spirit mocked him on the wind. “How dare you abandon me,” the wind said. Captain Laffite vowed an apology but found no tongue with which to speak. He began his life as salvage, and as salvage it would end. A forsaken soul wandered across him. They picked his head off a starfish, lubricated his nervous system with oil and sewed it back into place. Captain Laffite’s mind fractured through his decayed organs, either making him alive ten times over or not alive at all.
This DLC contains one Legendary Hunter, two Legendary weapons and one Legendary tool: - The Witch Hunter (one hunter) - Witch Trial (one weapon) - Sister’s Keeper (one weapon) - Rooted Apothecary (first aid kit) When she was just a little girl, Circe’s grandmother sat her down and told her the history of the Elias family. She told Circe that while many innocent lives were taken in Salem, there was such a thing as a witch. They would parade around in the skins of women and haunt entire towns. They would attract young girls to their side so that when their costumes became too loose with age, they always had something new to slip into. Circe’s grandmother told her that it was the job of the Elias family to find these witches and end them, snuff out every single one until there was nothing but rumor and ash left. And so, Circe grew into a fine hunter of witches, ripping them out of the skins of their victims and setting them ablaze so they could return to hell. When the witches were gone, or at least in hiding, someone came to the Elias clan to ask them to join a new cause. While the terror was being controlled in New York, Louisiana’s plague was reaching a fever pitch and they needed an Elias for the cause. Her sense of duty and pride in the family name compelled Circe to head to New Orleans and join the Hunt thinking she would be back quickly and praying that her family would be safe until she returned. For three months Circe Elias took a Berthier improved with the trophies of witches into the bayou and hunted a new type of monster. For three months she wrote back home to check on her family and tell them of all the sights she’d seen. She wrote of the apothecary she visited everyday with old women who would fill her kit with salves and bandages. And most importantly, she wrote that soon she would be coming back home to bring her little sister Thula to New Orleans. Though the witches had disappeared, this new threat was just as important, and the swamps were the perfect place to train. When Circe finally arrived back home in Salem, she learned an awful truth: The Witches had not disappeared and, worse yet, they had come to her family for revenge. She rushed in only to see the pieces of her mother, father, and brothers. Thula was the only one left, barely alive and skin all gone. Thula only had enough life left to return the Nagant Circe had given her to protect herself and to warn her older sister. The last of the witches had taken Thula’s skin and gone to Louisiana to find Circe. As Thula took her last breath Circe decided: She’d go back to New Orleans to stay. She’ll continue to hunt the new monsters and wait for the old ones to show up in her sister’s skin. Then she’ll show them pain so unimaginable that her family will smile down at her from heaven.
This DLC contains one Legendary Hunter, two Legendary Weapons, and one Legendary Consumable: - The Conspirator (Hunter) - Crown Cinders (Martini-Henry IC1) - Royal Sabotage (Scottfield Model 3) - Forefather’s Fury (Vitality Shot) Rumors began to spread through the decks of Britain’s Atlantic fleet: a traitor was in their midst. The two ships that sank near Cape Verde did not go down by accident—and the perpetrator must have been among the survivors who were rounded up for interrogation. Three walked the plank, found guilty of conspiracy, but it didn’t stop another ship from sinking that same night. A frenzy spread amongst the soldiers, and the officers executed all remaining survivors of the sunken ships. With the crisis averted, calm spread through the fleet once again—until fire and oil burst forth from the head ship in an explosion that razed the armada. A dozen ships were scuppered, but the culprit was ultimately found: a single humble officer. With naught but his service rifle, revolver, and a penchant for gunpowder’s destruction, he had decimated the fleet. Such a heinous crime demanded he be made an example of and humiliated, lest other would-be rebels take inspiration. On trial, the man proclaimed himself to be Francis Fawkes, heir to Guy Fawkes and dedicated to his ancestor’s mission. He was sentenced to burning at the stake. On November 5th, The Conspirator was paraded in the streets and burned atop a historic bonfire: bound, masked, and dressed as an effigy to be mocked by what remained of the Navy. The flames of consequence melted his skin and welded the mask to his visage. In total agony, childhood memories flooded his mind in a fever dream: a sickly father’s pained groans, a vagrant mother’s bitter tears, and a frail grandmother’s lullaby—wondering about life if history had been different. Spiteful, The Conspirator lived long enough for the fire to burn through his restraints. Survivors of his wrath say he descended with eerie, royal poise. Spectators fled and homes burned as The Conspirator searched for water. To this day, those streets remain rubble and ash. Pleased with his work, and with intentions to someday finish the Gunpowder Plot’s mission, The Conspirator fled. Hearing of good money and good use for his spite-fueled talents, he made his way to the bayou, continuing a lifelong crusade.
This DLC contains one Legendary Hunter with two variations, two Legendary weapons, and one Legendary consumable: - Perchta: Dawn/ Perchta: Dusk (one Hunter) - Midwinter Tusk (one weapon) - Unkempt (one weapon) - The Avalanche (one consumable) Old stories and grim fairytales speak of midwinter reckonings that reward the good and punish the bad. Foulest amongst this pantheon is the creature known as Frau Perchta, unsoftened like others of her ilk by the passing of time. A thing made of fur and tusk, fang and terror, who, in form of a woman, slits the abdomen to pull out the innards. A beast that changes from dusk to dawn. Those that stand against corruption, from forgotten valleys to glacial peaks, are made of harder stuff. Stories reached Louisiana of one – one who’d lost themselves amongst the blood in the snow, and who had donned the mantle of Frau Perchta, inhabited the children's tale meant to terrify. The daughter of a peasant high in the mountains, all that remains of that life are half-forgotten memories of taking the cattle to graze. In midwinter, a father returning home at dusk, a silver coin promised to a good daughter wasted on drink, a hand raised to a protesting mother. A hand raised one too many times. When the sun rose at dawn, a corpse was found with its abdomen slit in two, entrails feasted on by beasts. From Louisiana, Perchta was sent for, and only silence answered. Those who had whispered of Perchta were called fools, and those that believed were laughed out of town. But in the depths of winter, when dawn broke in the bayou, garlands of innards were found strung on trees. The bad faced retribution every dusk. An old story was taking on new chapters, and the hunt was growing wilder by the day.
This DLC contains one Legendary Hunter with two variations, two Legendary Weapons, and one Legendary consumable: - Scourge: Morrigan (Legendary Hunter) - Scourge: Midian (Legendary Hunter) - Wing's Wake (Winfield 1893 Slate Riposte) - Heart's Dowry (LeMat Mark II UpperMat) - Cagebreaker (Sticky Bomb) The word Scrapbeak was christened by a final, agonizing breath. It was a desperate plea to save others from the beast's trap, but instead, it inspired curiosity. A daring trio followed Scrapbeak’s lure, but did not find fear—they saw only power. Awestruck, they sacrificed the beast’s own servant before swearing their fealty. In the sunken, hungered eyes of that power, however, they were nothing. Thus, the trio quickly grew malcontented. No sacrifice—of others or the self—could make a change, leading all three to walk different paths: One sharpened their sickle and set their eyes on Scrapbeak. One looked beyond Scrapbeak, seeking favor with greater powers. One loaded her pistol with two bullets and pruned the trio. Cruel, conniving, and cowardly, the surviving acolyte was not satisfied with a nest unto herself. She had made the pledge to power only to find herself powerless, so she began amassing her own followers. After all, New Orleans had no shortage of sniveling ants vying to subjugate others. Yet the foolish acolyte never imagined her followers could be more traitorous than she. Two disciples found love for the blackest parts of each other’s souls, and picked through the ranks with surgical precision, collecting what they wanted from carcasses until their talons stabbed the spine of the acolyte herself. She was ill-suited to honor Scrapbeak, aspiring to power that she was too fearful to take. The lovers’ bodies were temples, houses for the veneration of that which made Scrapbeak, in whose name the couple were fearful of nothing, not even their master. A master that would change with the tides, but their love for each other and their lust for unnatural power were unshakable. For together they had overthrown all who stood in their way, and together they plotted the demise of the one they worshipped. Desperate as they were to cling to power, they would either be supplanted by more traitors, or their dreams of becoming Gods would be fulfilled. Morrigan and Midian—bound in body, soul, and damnation.
This DLC contains two Legendary Hunter variations, two Legendary Weapons, and one Legendary Consumable: - Trapper: Buckshot (Hunter), Trapper: Snare (Hunter) - Open Season (Springfield 1866 Marksman) - Trail Marker (Caldwell Conversion Uppercut Precision) - Hart’s Hope (Regeneration Shot) The most powerful memory Robert Hogen and Laura Merrill share is one of smoke. Cousins whose families lived together in a ramshackle homestead in the Rockies, they awoke one night to fire and chaos. Merrill stumbled out the door to find Hogen crouched in terror as a screaming figure wreathed in flames shambled off into the woods. They could only watch as fire devoured everything and everyone they knew. Trusting no one but each other, they did what they could to establish themselves on the ruins of the homestead. Their efforts seemed doomed to fail. The pair were starving when mountain man Thomas Bridge stumbled across their encampment. Taking pity, he stayed with them, fed them, and showed them how to survive in the wild. The pair were quick learners, thriving under Bridge’s instruction. He also introduced them to the local Indigenous trappers. When their skill surpassed his, he decided they were ready to survive on their own. They awoke one morning with him gone. At first, they thrived, bringing in massive harvests of furs. But other trappers sought to steal the secrets of their rich hunting grounds. Rich men from back east claimed the lands of the forest, sending armed desperados to chase the Trappers out. The pair fought back. Still, it almost came as a relief when they got a telegram from Bridge on a trip into town to sell their wares. He had gone to Louisiana to hunt a new kind of prey and needed guns at his back he could trust. In addition, he might have uncovered clues to what happened that fiery night long ago. Cashing in what they had caught, the pair set out for the south. They did not know what they would be facing, but they would heed their adoptive father’s call.
This Bundle contains 3 DLCs and 1000 Blood Bonds, get it all for 37% off! The Blade Hunter Bundle includes: - Ronin DLC (one Hunter, two weapons) - Trick Shooter DLC (one Hunter, two weapons) - Live By the Blade DLC (4 weapons) - 1000 Blood Bonds Expand your arsenal and dominate your enemies with 2 Hunters, 8 weapons, and 1000 Blood Bonds! The Ronin DLC: - The Tanto (weapon) - Seinan Sharpshooter (weapon) - The Ronin (Hunter) The Trickshooter DLC: - Carter (Hunter) - Bear's Leg (weapon) - Carter's Quickshot (weapon) Live By the Blade DLC: (4 weapons) - Farrier's Fist - Reaper’s Hand - The Rasp - Malice
In this bundle you will receive 2500 Blood Bonds and one DLC: Live by the Blade – Including 4 unique and Gruesome combat weapon skins for you to wield. Hunt: Showdown - The Companion Bundle includes: - Farrier's Fist - Reaper’s Hand - The Rasp - Malice - 2500 Blood Bonds
Hunt: Showdown - A Terrifying and Evolving Journey Through the Bayou Hunt: Showdown, developed by Crytek and published by Koch Media, is a mesmerizing and haunting first-person shooter that plunges players into a world of supernatural terrors and fierce adversaries. Set in the late 1800s, the game unfolds in the depths of the Louisiana bayou, where daring players step into the shoes of bounty hunters tasked with tracking down and eliminating deadly monsters. With its compelling blend of player versus environment (PvE) and player versus player (PvP) gameplay, breathtaking visuals, and heart-pounding action, Hunt: Showdown delivers an unparalleled gaming experience that keeps players on the edge of their seats.
A World of Nightmarish Beauty One of the most captivating aspects of Hunt: Showdown is its meticulously crafted world design. The game masterfully captures the eerie and foreboding ambiance of the Louisiana swamps, transporting players to an era shrouded in mystery and superstition. Every aspect of the environment, from the dense vegetation to the atmospheric lighting and weather effects, contributes to the sense of dread and tension that pervades the game. The dynamic day-night cycle adds an extra layer of challenge and immersion, as players must adapt to the ever-changing visibility conditions while navigating the treacherous terrain. Whether it's the flickering light of a distant lantern or the echoing howls of monstrous creatures, the sights and sounds of the bayou create a living, breathing world that pulls players deeper into the immersive experience.
Challenging PvE Encounters At the core of Hunt: Showdown lies its innovative fusion of PvE and PvP gameplay elements. Players assume the roles of bounty hunters on a quest to hunt down and vanquish terrifying creatures known as "The Bosses." These formidable adversaries not only pose a significant threat but are also guarded by swarms of AI-controlled minions, resulting in intense and adrenaline-fueled PvE battles. The hunt for The Bosses is further complicated by other teams of player-controlled hunters who are pursuing the same targets. As players compete for the valuable bounties, they must keep a watchful eye on their surroundings, always on the alert for potential ambushes and firefights with rival hunters. This dynamic combination of PvE and PvP dynamics generates a fluid and ever-evolving gameplay experience where no two matches are alike.
Strategic Depth and Hunter Progression In Hunt: Showdown, strategic decision-making is paramount for survival. Before embarking on a perilous hunt, players must carefully plan their loadout, meticulously selecting weapons, tools, and equipment that align with their preferred playstyle and complement their team's strengths. As players progress through the game, they earn experience points and bloodline ranks, which unlock new weapons, traits, and abilities that bolster their prowess as skilled hunters. The game's risk-reward mechanics add an additional layer of complexity to the strategic gameplay. Each hunt offers the promise of lucrative rewards, but the cost of failure is steep. Losing a hunter in battle results in the forfeiture of all their hard-earned gear, heightening the stakes and instilling a sense of tension and excitement into every encounter.
Community Interaction and Competitive Modes Hunt: Showdown places significant emphasis on community interaction and competitive play. The game's online modes allow players to form teams with friends or join random squads, fostering a sense of camaraderie and cooperation among players. The shared goal of taking down formidable foes and rival hunters encourages players to work together, strengthening the social aspect of the gaming experience. Additionally, the game features various competitive modes that thrust players into intense and action-packed matches against each other. From quick-play bounty hunts to more extended showdowns, the competitive modes offer a diverse range of challenges and rewards, catering to both casual and dedicated players alike.
Continued Development and Support One of the most commendable aspects of Hunt: Showdown is the continuous development and support it receives from its creators. Crytek consistently releases updates that introduce new content, features, and improvements based on player feedback and suggestions. This dedication to ongoing development ensures that the game remains fresh and engaging, fostering a loyal and dedicated player community.
Hunt: Showdown is an enthralling and nerve-wracking gaming experience that plunges players into a world of darkness, mystery, and relentless challenges. With its hauntingly beautiful world design, dynamic gameplay mechanics, and strategic depth, the game provides a unique and unforgettable adventure in the heart of the Louisiana bayou. Whether you are a fan of first-person shooters, atmospheric world-building, or intense multiplayer battles, Hunt: Showdown caters to a broad spectrum of gaming enthusiasts. So, don your hunter's gear, load your weapons, and brace yourself for an adrenaline-pumping journey through Hunt: Showdown, where every hunt is a test of courage, skill, and survival in the face of unimaginable horrors.
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