Hi Hunters,
Our first major update is live! To celebrate, Bounty Brawl: Most Wanted is 25% off - the lowest price - starting September 10 at 10:00 AM Pacific Time for 14 days.
Thank you for everything since launch: the runs, the clips, the feedback, and the patience. Every session you played helped shape this update. This is our biggest content drop yet, it's completely free, and we can't wait to hear what you think.
MEET TARGETO: THE NEW TIME-ATTACK HUNT
Targeto is the headline of this update - a brand-new event that spawns randomly during your session as a time attack. When Targeto appears, the clock starts running: track it down and defeat it within the time limit to earn special perks you won't find anywhere else. Miss the window and the bounty is gone.
New Targeto Perks:
Extra Dash
Extended Runtime
Reactive Pulse
High-Output Module
Emergency Battery
Gadget Charge
Flash Dash

NEW: SYNERGY PERKS
A new Perk-combination system has been added, allowing players to unlock powerful Synergy Perks by collecting specific Perk combinations during a Hunt Mission.
Synergy Perks provide Hunters with stronger build options and create powerful new combinations during each run. Perks come in Normal, Rare and Epic tiers.
Normal: Survival Doctrine, Scavenger Doctrine, Combat Doctrine
Rare: Second Wind, Black Market Contact, Elite Hunter, Bullet Storm, Energy Reclaimer, Specialist Arsenal, Precision Protocol, Aegis Lasso
Epic: Gunslinger Frenzy, Special Overdrive, Perfect Shot, Living Fortress
ENVIRONMENT UPDATES
Environment Props and Hazards have been reworked across all planets.
These changes focus on making each planet's environmental mechanics more useful in supporting Hunters during combat while maintaining each planet's unique gameplay identity.
Planet Kalaz
Sensor Turret & Mining Tram: Sensor Turret has been removed. Mining Tram behavior has been reworked.
Previously, players used the switch to call the Mining Tram and stop it at a position where it could be used as protection against enemy attacks.
Now, players use the switch to stop the moving Mining Tram. The Mining Tram can also be used to damage enemies when players attack the Tram.
Giant Kal Ore & Dynamite-Drone: Dynamite Cargo dropped by the Dynamite-Drone has been adjusted.
Previously, Dynamite Cargo could damage both players and enemies.
Now, Dynamite Cargo damages enemies only.
Planet Himmaphan
Toxic Refinery & Flow Control Valves: Toxic Water behavior has been adjusted.
Previously, Toxic Water damaged players and reduced their movement speed while standing in it.
Now, Toxic Water no longer damages players, but it still reduces their movement speed, while clean water gives players a small speed boost.
Idol of Garuda & Idol of Naga: The interaction between Idol of Garuda, Idol of Naga and Dark Orbs has been reworked.
Previously, when a player was hit by a Dark (Gecko) Orb, the Dark Orb exploded immediately and applied the Gecko status.
Now, when a player is hit by a Dark Orb, the Orb begins a countdown before exploding in a wide area.
If a player has Protective Radiance, a Dark Orb that contacts the player will no longer simply disappear. Instead, the Dark Orb transforms into a Light Orb, begins a countdown, and then explodes in a wide area to damage enemies.
Planet Mukata
Lava Grates & Fire Suppression Valves: Lava Grates behavior has been adjusted. Fire Suppression Valves have been reworked.
Players no longer receive the Burn status when standing on Lava Grates while the fire is active.
Previously, Fire Suppression Valves were used to remove the Burn status caused by Lava Grates.
Now, water from Fire Suppression Valves can damage enemies.
Players hit by the water gain the Wet status. While Wet, moving across a Lava Grate temporarily disables them.
Summit Lightning & Lightning Rods: Lightning Rods have been reworked.
Previously, Lightning Rods temporarily prevented lightning strikes from hitting players.
Now, Lightning Rods redirect lightning strikes toward enemies instead.
planet Zionburi
Cyber Spirits & Soul Collectors: Soul Collectors have been reworked.
Previously, Soul Collectors temporarily stopped Cyber Spirits from moving.
Now, Soul Collectors continuously damage Cyber Spirits until they are destroyed and can also damage other enemy types.
Cryo Conductor & Phantom Heatwave Generator: Phantom Heatwave Generator has been reworked.
Previously, activating the Phantom Heatwave Generator created a Heat Aura around the player that protected against the Freeze status. All the Cryo Conductors are turned on at the same time.
Now, the Heat Aura can also explode in a wide area and damage enemies and leave a heating area that keeps other players warm. There is now a delay between each Cryo Conductor are on.
SAVE CHECKPOINT SYSTEM
A new Save Checkpoint System has been added to Hunt Missions. Players can now save their Hunt Mission progress after defeating the first Boss.
The Save Checkpoint System is available only when playing in Solo Mode.
NEW BALANCE
MOD Balance Adjustments
Several MODs have been rebalanced to adjust Hunter progression and overall power scaling.
Vitality Mod
Lv.1: Max HP +400 → +300, Shield +200 → +100
Lv.2: Max HP +800 → +400, Shield +400 → +150
Lv.3: Max HP +1200 → +500, Shield +600 → +200
Richy Mod
Lv.1: Coin +150 → +150 (No Change)
Lv.2: Coin +300 → +250
Lv.3: Coin +500 → +350
Restore Mod
Lv.1: Restore HP 10% → 5%
Lv.2: Restore HP 15% → 10%
Lv.3: Restore HP 20% → 15%
Breaker Mod
Lv.1: Energy +40% → +35%
Lv.2: Energy +60% → +70%
Lv.3: Energy +85% → +100%
Scavenger Mod
Lv.1: Shield +10% → +5%
Lv.2: Shield +15% → +10%
Lv.3: Shield +20% → +15%
Butcher Mod
Lv.1: Max HP +5% → +3%
Lv.2: Max HP +8% → +6%
Lv.3: Max HP +10% → +9%
Overdrive Mod
Lv.1: Attack Speed +10% → +10% (No Change)
Lv.2: Attack Speed +20% → +15%
Lv.3: Attack Speed +30% → +20%
Deadman Mod
Lv.1: Damage +10% → +5%
Lv.2: Damage +20% → +10%
Lv.3: Damage +30% → +15%
Jackpot Mod
Lv.1: Coin gained per Critical Kill +3 → +1
Lv.2: Coin gained per Critical Kill +4 → +2
Lv.3: Coin gained per Critical Kill +5 → +3
Blood Money Mod
Lv.1: Damage per 30 Coin +3% → +1%
Lv.2: Damage per 30 Coin +4% → +2%
Lv.3: Damage per 30 Coin +5% → +3%
Sharpshooter Mod
Lv.1: Critical Rate +10% → +5%
Lv.2: Critical Rate +20% → +7.5%
Lv.3: Critical Rate +30% → +10%
Gadget Balance Adjustments
Several Gadgets have been rebalanced with changes to cooldowns, effect strength, duration, and activation behavior.
Stunner Blaster
Lv.1: Cooldown 90s → 60s, Stun Duration 3s → 3s, added 1s Prepare Time and 5 Radius
Lv.2: Cooldown 80s → 50s, Stun Duration 4s → 4s, added 1s Prepare Time and 5 Radius
Lv.3: Cooldown 70s → 40s, Stun Duration 5s → 5s, added 1s Prepare Time and 5 Radius
Energy Battery
Lv.1: Cooldown 60s → 45s, Energy Restore 100% → Regen Power 50%
Lv.2: Cooldown 45s → 45s, Energy Restore 100% → Regen Power 75%
Lv.3: Cooldown 30s → 30s, Energy Restore 100% → Regen Power 75%
Shield Rebooter
Lv.1: Cooldown 90s → 60s, EX-Shield 100% Max HP → Extra Shield 25%, Active Duration 5s
Lv.2: Cooldown 75s → 60s, EX-Shield 200% Max HP → Extra Shield 35%, Active Duration 5s
Lv.3: Cooldown 60s → 60s, EX-Shield 300% Max HP → Extra Shield 45%, Active Duration 5s
Mega Bomb
Lv.1: Cooldown 60s → 45s, Bomb Power 10× ATK/SPC → Damage Bonus +100%, added 2s Prepare Time and 5 Radius
Lv.2: Cooldown 55s → 30s, Bomb Power 20× → Damage Bonus +200%, added 2s Prepare Time and 5 Radius
Lv.3: Cooldown 50s → 15s, Bomb Power 30× → Damage Bonus +300%, added 2s Prepare Time and 5 Radius
Berserker Drug
Lv.1: Cooldown 150s → 10s, HP Cost 20% → 10%, Duration 2s → 3s, added Damage +100%
Lv.2: Cooldown 120s → 7.5s, HP Cost 20% → 10%, Duration 2.5s → 4s, added Damage +100%
Lv.3: Cooldown 90s → 5s, HP Cost 20% → 10%, Duration 3s → 5s, added Damage +100%
Dash Booster
Lv.1: Cooldown 60s → 30s, Dash Cooldown Reduction 50% → 50%, Duration 5s → 5s
Lv.2: Cooldown 55s → 20s, Dash Cooldown Reduction 50% → 50%, Duration 7s → 6s
Lv.3: Cooldown 50s → 10s, Dash Cooldown Reduction 50% → 50%, Duration 9s → 7s
Electro-Bomb
Lv.1: Changed from EMP → Electro-Bomb, Cooldown 90s → 75s, Duration 3s → 3s, added 2s Prepare Time, 7 Radius, and 0.5s Interval
Lv.2: Changed from EMP → Electro-Bomb, Cooldown 80s → 60s, Duration 4s → 4s, added 2s Prepare Time, 7 Radius, and 0.5s Interval
Lv.3: Changed from EMP → Electro-Bomb, Cooldown 70s → 45s, Duration 5s → 5s, added 2s Prepare Time, 7 Radius, and 0.5s Interval
Disco Zone
Lv.1: Cooldown 150s → 60s, Duration 2s → 2s, removed Attack Speed → 1000, added 0s Prepare Time and 5 Radius
Lv.2: Cooldown 140s → 60s, Duration 4s → 3s, removed Attack Speed → 1000, added 0s Prepare Time and 5 Radius
Lv.3: Cooldown 130s → 60s, Duration 6s → 4s, removed Attack Speed → 1000, added 0s Prepare Time and 5 Radius
Perk Balance Adjustments
Several Perks have been rebalanced to adjust survivability, Critical scaling, and Hunt progression.
Health
Lv.1: Max Health +200 → +100
Lv.2: Max Health +400 → +200
Lv.3: Max Health +600 → +300
Lv.4: Max Health +800 → +400
Lv.5: Max Health +1000 → +500
Shield
Lv.1: Max Shield +100 → +50
Lv.2: Max Shield +200 → +100
Lv.3: Max Shield +300 → +150
Lv.4: Max Shield +400 → +200
Lv.5: Max Shield +500 → +250
Extra Shield
Lv.1: +20 Max Shield per Boss defeated → +10 Max Shield per Elite defeated
Lv.2: +40 → +20 Max Shield per Elite defeated
Lv.3: +60 → +30 Max Shield per Elite defeated
Lv.4: +80 → +40 Max Shield per Elite defeated
Lv.5: +100 → +50 Max Shield per Elite defeated
Lasso Heal
Lv.1: Restore Health +100 → +50
Lv.2: Restore Health +200 → +100
Lv.3: Restore Health +300 → +150
Lv.4: Restore Health +400 → +200
Lv.5: Restore Health +500 → +250
Crit Rate
Lv.1: Crit Rate +5% → +3%
Lv.2: Crit Rate +10% → +6%
Lv.3: Crit Rate +15% → +9%
Lv.4: Crit Rate +20% → +12%
Lv.5: Crit Rate +25% → +15%
Extra Health
Lv.1: +40 Max Health per Boss defeated → +10 Max Health per Elite defeated
Lv.2: +80 → +20 Max Health per Elite defeated
Lv.3: +120 → +30 Max Health per Elite defeated
Lv.4: 160 → +40 Max Health per Elite defeated
Lv.5: +200 → +50 Max Health per Elite defeated
Evasion
Lv.1: Evasion +5% → +3%
Lv.2: Evasion +10% → +6%
Lv.3: Evasion +15% → +9%
Lv.4: Evasion +20% → +12%
Lv.5: Evasion +25% → +15%
RESOLVED KNOW ISSUES
Fixed an issue where players could not start the Tutorial stage after the first cutscene finished without skipping the Tutorial.
Fixed an issue where the Death Door Mod description did not match its actual activation condition. The description now correctly states Health 50% or lower instead of Health 30% or lower.
Fixed an issue where the Death Door Mod activated at 100% Health instead of activating at 50% Health or lower.
Fixed an issue where the Plasma Blade Special attack could not deal Critical Damage.
Fixed an issue where the following Hunter Skills could not deal Critical Damage:
Kyle: Burning Bullet
Gorogozo: Tornado Slash
Jaz: Nuke the Mic
Jaz: Shock Wave
Fixed an issue where Natron The Death Gun's Criminal Boss spawning pool selected Bosses already encountered during the Hunt Mission instead of Bosses that were not selected during the Hunt Mission.
Fixed an issue where video cutscenes did not display correctly on Steam Deck.
KNOW ISSUES
Save Checkpoint can currently be used during Local Multiplayer sessions, even though the feature is intended for Solo Mode only. Loading the checkpoint may cause Players 2–4 to be unable to continue the Hunt Mission.
Thank you again for playing - now go hunt Targeto, and let us know what you think!