Steel Hunters is a free-to-play mech-hero shooter that combines battle royale and extraction mechanics.
Players control powerful mechanical giants called Hunters in duo PvPvE battles, with extensive customization options.
Set in a world ravaged by a cataclysm, Hunters are tasked with protecting "Starfall," a rare alien resource crucial for human survival. Each battle, whether solo or in a tram, is a chance to demonstrate tactical skill on an abandoned Earth.
The time has come to embrace the power of a mighty Steel Hunter and prepare to join the action!
Wargaming unveiled the first Season of its original IP Steel Hunters, currently available through Steam Early Access
This Season marks the thrilling debut of the new horned Hunter, Taurus, along with a fresh lineup of cosmetics and gameplay enhancements.
Armed with his Bull Charge and Heavy Shotgun, Taurus gets into battle with unmatched ferocity. Designed for close combat, he has the strength and weaponry to go face-to-face with any foe. Pain means nothing to Taurus — for him, it’s all about the thrill of the fight. Players can unlock this raging bull through both the Pro and Premium Battle Passes available for Platinum, an in-game currency easily earned by completing combat missions.
With this new season the development team continues to empower the community to actively shape and evolve the game through their feedback. This version contains some exciting updates, including:
- Streamlined HUD: The in-game HUD has been updated and simplified to improve readability and reduce on-screen clutter.
- Enhanced Unique Skill Tree Nodes: The credit cost for unique nodes has decreased by 50%, addressing concerns that they were previously too expensive. Credits spent on these nodes prior to this change will be fully refunded.
- Clearer Match Progression Indicators: To provide greater transparency regarding the impact of upgrades and level progression during matches, the visibility of these indicators has been significantly improved.
- Faster Ammo Recharge: Ammo recharge times have been sped up, especially when players are low on mags.
- Improved Melee Combat: Cooldowns and attack ranges for melee combat have been adjusted to make melee engagements feel less restrictive and more dynamic.
- Heartbreaker Rebalance: Large updates to her Railgun and Sonar Pulse are being rolled out to enhance team play, with key changes including more power in her scoped fire and additional support utility in Sonar Pulse.
Changelog V0.41
Hunters
General
Taurus
- Added ability to cancel charging weapons and abilities with the reload button.
- Increased weapon ammo storage regeneration speed for all Hunters by 33% for the 2nd magazine and by 45% for the 3rd magazine.
- Improved critical hit registration.
- Adjusted Mod values and Hunter base stats related to magazine regeneration time.
- Updated the shooting experience for all Hunters including new muzzle flashes trails and impacts.
- Weapons now have different impact visual effects depending on whether the target has shields or not.
- Added new visual effects for critical hits.
- Added new sound effects for hits: the sound differs depending on whether the enemy has shields or not and whether it is a critical hit or not.
- Added smoking barrel visual effects after shooting automatic/semi-automatic weapons.
- Improved positioning of Hunters' legs on various uneven surfaces.
- Players can now view and apply Skins for Hunters in the Appearance menu.
- Improved melee experience:
- Reduced melee cooldown from 6 to 3 seconds for all Hunters.
- Shortened melee distances.
- Increased reliability of UI indication for melee and reduced discrepancies between initial melee start and actual point of contact.
Taurus is our Brawler Hunter.
We intended him to be right in the middle of the battle and provided him with the tools to get there—and stay there. He can be customized to be more sustainable during a fight or to become a damage-dealing tank. Regardless he shines when pushed to his limits. Knowing when to go in and when to disengage will be the crucial factor in utilizing his kit.
His shotgun is destructive at close range but unique in the sense that it can be scoped in to provide damage capabilities at farther distances.
Taurus is very territorial marking his space with his Power Pylon . Depending on the Power Pylon Mod chosen he can claim a large area or deploy multiple pylons to "carry" his flag with him.
We hope our players enjoy the on-the-edge highly interactive and high-speed playstyle he provides.
Base Stats
Weapon – Heavy Shotgun
- Structure – 8 400
- Shield – 2 100
Ability 1 – Bull Charge
- Mod: Frenzy
- Base Stats
- Damage: 75x10
- Magazine: 6
- Quick Reload: No
- Effect 1
- Increases weapon damage by 3/6/9/12/15% when the target is within 75 m .
- Effect 2
- Landing all pellets with critical hits grants 4/8/12/16% damage resistance for 5 s .
- Effect 3
- Increases magazine size to 7/8 .
- Mod: Shank
- Base Stats
- Damage: 63x10
- Magazine: 5
- Quick Reload: Yes
- Effect 1
- Increases reserve ammo regeneration speed by 15/20/25/30/35% .
- Effect 2
- Increases critical damage by 5/10/15/20% .
- Effect 3
- Increases damage by 5/7.5% for every 16% below max structure points; max 5 stacks .
Ability 2 – Power Pylon
- Mod: Onslaught
- Base Stats
- Damage: 2 100
- Cooldown: 45 s
- Active time: 5 s
- Effect 1
- If an enemy is hit with Bull Charge reduces the cooldown of Bull Charge by 5/7.5/10/12.5/15 s .
- Effect 2
- Reduces all incoming damage by 10/15/25/35% while the ability is active.
- Effect 3
- Restores 1 350/2 500 shield points when the charge hits an enemy.
- Mod: Stampede
- Base Stats
- Damage: 2 350
- Cooldown: 60 s
- Active time: 5 s
- Effect 1
- Increases impact damage with distance travelled up to 30/40/50/60/70% bonus at maximum range.
- Effect 2
- Reduces enemy Hunters' damage resistance by 4/8/12/16% for 5 s when hit by Bull Charge.
- Effect 3
- Instantly reloads weapon and gives 5/10% damage increase for each weapon hit for 4 s on ability deactivation.
Mainframe
- Mod: Brawl
- Base Stats
- Pylon HP: 1 500
- Cooldown: 40 s
- Lifetime: 30 s
- Damage resist in AoE: 15%
- Base radius: 80 m
- Effect 1
- Restores structure points equal to 5/10/15/20/25% of weapon damage dealt when in ability radius.
- Effect 2
- Increases pylon lifetime to 38/46/54/62 s .
- Effect 3
- Reduces Power Pylon cooldown by 40/80% if Bull Charge is used while inside an active Power Pylon field.
- Mod: Riot
- Base Stats
- Pylon HP: 2 000
- Cooldown: 60 s
- Lifetime: 30 s
- Damage resist in AoE: 15%
- Base radius: 120 m
- Effect 1
- Increases allied damage by 4/8/12/16/20% while in the pylon's area of effect.
- Effect 2
- Deploying pylon blocks interactions for enemy Hunters within its range and reduces their movement speed by 15% for 1.5/2/2.5/3 s .
- Effect 3
- Increases ability radius to 140/160 m .
System Tree – Unique Nodes
- Mod: Bully
- Effect 1
- Reduces shield recharge delay by 2/4/6/8/10 s .
- Effect 2
- Improves Repair Kit effectiveness by 5/8/11/15% .
- Effect 3
- Grants 15/20% resistance against critical hits while shield is active.
- Mod: Rampage
- Effect 1
- Extends Bull Charge duration to 5.5/6/6.5/7/7.5 s .
- Effect 2
- Dash regeneration speed increases by 25/50/75/100% when shields are depleted.
- Effect 3
- Regain 1 500/2 750 structure points upon destroying an enemy Hunter.
Heartbreaker
- Unique Node 1
- The Power Pylon reveals enemy Hunters in a 200 m radius for 3 s after placing it and for another 3 s after it expires.
- Unique Node 2
- Taurus creates an explosion that deals 1 300 damage in a 22 m radius on impact or when Bull Charge ends.
- Unique Node 3
- Destroying a target with Bull Charge does not end the effect. Instead Taurus crashes through the target and the ability duration is refreshed.
- Heartbreaker's System Tree Nodes that increase her Stealth duration now show values to two decimal places instead of rounding to integers.
Heartbreaker's weapon changes aim to address two key issues raised regarding her Railgun.
First we wanted to remove artificial damage limiters in the form of reverse falloff (a reduction in her damage at close range) and highlight her long-range capabilities by making her the only Hunter without long-range damage falloff. We believe that by introducing the Scope-In mechanic (a base damage increase while scoped) we can increase player agency in close-range encounters—while still ensuring that these situations remain disadvantageous for her preserving her identity as a long-range specialist.
Second Heartbreaker stands out as an outlier in terms of damage output relative to player skill level. We've observed that she excels in the hands of highly skilled players who can consistently land critical hits whereas newer players may struggle to bridge that skill gap. The Scope-In mechanic serves a dual purpose: it reduces the punishment for missing a perfect critical hit offering a leg-up for players still learning her precise weapon while still leaving plenty of room for skill expression.
We embrace the competitive nature of our game and we've ensured that skilled play remains rewarded—fully scoped-in critical hits still deal the same amount of damage. We've also updated her Markswoman Mod which now works in tandem with the newly introduced Scope-In mechanic.
Railgun
- Base Behavior
- Removed damage falloff.
- Added Scope-In:
- Scoping for 1.8 s increases shot damage by 20% and reduces scatter.
- Shot damage increases are shown by the UI in four stages; each stage is +5%.
- Reduced crit modifier from 80% → 50%.
- Mod: Markswoman
- Renamed from Mod: Marksman → Mod: Markswoman.
- Updated scatter to reduce exponentially.
- Scatter reduces quicker and earlier but ends at the same point.
- Changed Effect 1
- Increases damage when aiming down sights → Scope-In max damage bonus is 23/26/29/32/35%.
- Changed Effect 2
- Reduces scatter when aiming down sights → Reduces Scope-In time to 1.7/1.65/1.6/1.5 s.
- Changed Effect 3
- The 3rd consecutive hit on the same target restores 10/20% structure → The last shot in the magazine restores 1 250/2 500 structure.
- Mod: Focus
- Renamed Mod: Duelist → Mod: Focus.
- Changed Effect 1
- Increases damage dealt by last shot in the magazine by 14/18/22/26/30% if all other shots hit the same target → Increases damage dealt by the last shot in the magazine by 10/15/20/25/30%.
🛈 We've also been listening to feedback regarding the Sonar Pulse ability—particularly the frustrating scenarios that the silence debuff created—and we wanted to expand the playstyles available to Heartbreaker. We're shifting Sonar Pulse in a new direction: a tool that empowers team play and acts as an indirect means of increasing both her and her squadmates' damage output.
With the renewed Mod variations we believe we're offering more flexibility for players—whether they prefer diving into the action or keeping their distance while being a menace from afar.
Sonar Pulse
Prophet
- Base Behavior
- Added that using the ability reveals Heartbreaker to enemies within Sonar range for 3 s.
- Changed Sonar Pulse's reveal effect name from Flashed → Revealed.
- Mod: Seeker
- Renamed Mod: Maimer → Mod: Seeker.
- Base Behavior
- Added using Sonar Pulse instantly reloads Heartbreaker's weapon using storage ammo.
- Base Stats
- Radius: 200 m
- Cooldown: 45 s
- Revealed duration: 10 s
- Self-revealed duration: 3 s
- Added Effect 1
- Reloads squadmate's magazine by 40/55/70/85/100% when Sonar Pulse is used.
- Added Effect 2
- Reduces ability cooldown by 1/2/3/4 s per enemy Hunter spotted by Sonar Pulse.
- Added Effect 3
- When a revealed Hunter is destroyed by Heartbreaker or her ally 50% of magazine ammo is refunded.
- Mod: Tracker
- Reworked Base Behavior
- Sends Sonar Pulse in a cone in front of Heartbreaker.
- Hitting a revealed enemy Hunter or Colossus replenishes 1 reserve ammo.
- Base Stats
- Radius: 450 m
- Cone angle: 60°
- Cooldown: 60 s
- Revealed duration: 8 s
- Self-revealed duration: 3 s
- Changed Effect 1
- Non-critical hits on spotted enemy Hunters or Colossus by Heartbreaker and her squadmate deal 10/20/30/40/50% more damage.
- Changed Effect 2
- Increased mark duration from 8 s → 9/10/11/12 s.
- Changed Effect 3
- Spotting an enemy Hunter interrupts consumable channeling/interrupts consumable channeling reloading and interacting.
Ursus
- Changed recoil animation for Prophet's Charge Cannon.
Colossus
- Changed Ursus' Missile Barrage behavior to end automatically if there is no ammo left in the magazine.
- Ursus now can target enemy Hunters with Missile Barrage ability whilst inside an active allied Shield Dome or behind an allied Energy Barrier.
- Reinstated the trajectory of the Spear flight to start from the tip of the Spear.
- Enabled aiming zoom for Spear throwing with mouse right click.
- Adjusted Spear pushback to depend on where the Colossus stands and not where it hits the enemy.
- Aligned Spear aim trajectory with Colossus model.
- Adjusted melee pushback logic to push enemy Hunters the same distance from Colossus. The further the enemy is from Colossus the less force that is applied.
- Adjusted the angle of the Spear sticking out from the ground to match the trajectory of the throw.
- Set the following systems behaviors while in the Colossus state:
- Ability cooldown: –50% rate
- Magazine state: Same as when entered Colossus
- Ammo restoration: 100% rate
- Structure points and shields: Same as when entered Colossus
- Shield recharge delay: 0 s
- Updated logic with Colossus' Spear Throw ability to break the spear if thrown at a squadmate.
Game Modes
Hunter Training
- Adjusted ping markers to move with targets while they are visible.
- Assigned priorities to ping markers. Higher priority entities will have higher chance of pinging.
- Adjusted detection for aiming and pinging entities based on screen-space size.
- Adjusted shareable items from the Inventory to drop only in front of the Hunter.
- Adjusted air controls to allow players to move in the air.
- Set up Starfall Shard and Hunter XP rewards to be 80% of Last Stand earnings in the Skirmish game mode.
- Changed the way players interact with items:
- Holding a key replaced with pressing and waiting.
- To stop an interaction players have to press the button again.
- Adjusted time required for collecting the following objects on the map to make looting interactions more consistent per object category. The higher the reward the longer the interaction:
- 2 s interaction time: Repair Kit; Revive Booster; Special Kit – Shield Dome Special Kit – Reactor Charge; Loot Crates; quest items – Hunter Tags/Legendary Keys.
- 5 s interaction time: Legendary Supply Pod; other Supply Pods; Teleports; Special Kit – Colossus.
- 7.5 s interaction time: Salvage Crate.
- Simplified revive timer calculations to make comebacks slightly more forgiving:
- Decreased base revive timer from 28 s -> 20 s .
- Decreased maximum revive timer from 80 s -> 60 s.
- Increased revive timer incremental growth from 4 s increase every 60 s to 20 s increase every 240 s .
- Added new visuals for the following consumables:
- Special Kits (Colossus Shield Dome Reactor Charge).
- Basic Kits (Ammo Box Repair Kit Revive Booster).
- Game mode consumables (Bounty Hunter Contract Hunter Tags Legendary Key).
- Energy Cells.
Battle Training
- Changed mission text about the Legendary Supply Pod in the Colossus stage—now Level 5 instead of Level 3.
- Added mission icon for the Loot Crate in the second stage of Hunter Training.
- Changed icon for opening the Rare Supply Pod in the associated stage of Hunter Training.
- Updated mission order in the second area of Hunter Training.
- Updated Repair Kit icon in mission text.
Maps
GlobalMaryland Heights
- Updated shadow distance settings for all graphics quality presets.
- Updated lighting shaders.
- Updated darkening effects in shadows on low presets.
- Added burning visual effect for the vehicles on the maps.
Stonecutter Keep
- Added new rock materials.
- Added volumetric fog effects.
- Updated the color of buildings to better differentiate between destructible and non-destructible.
- Adjusted the number of bushes near the sewage area.
General Improvements
- Economy changes:
- Added two Common Gear Crates for Razorside for the last onboarding mission reward.
- Reduced Credit cost of Unique Nodes by 50%:
- Unique Node 1 – 62 500 Credits
- Unique Node 2 – 100 000 Credits
- Unique Node 3 – 250 000 Credits
- Increased Platinum reward from 10 to 100 for completing all onboarding missions.
- Changed Account Level 2 3 4 6 rewards from Credit Booster to 2 000 Credits each.
- Rebalanced Booster multiplier for Credits and Starfall/Shards.
- Issued Credit and Starfall/Shard Booster compensation to accounts for multiplier changes. Players' current number and grade of boosters will not be removed only the multiplier is changing:
Booster Type Original Multiplier New Multiplier Compensation Grade 1 Credit Booster 300% 200% 500 Credits per Booster Grade 2 Credit Booster 400% 300% 500 Credits per Booster Grade 3 Credit Booster 500% 400% 500 Credits per Booster Grade 4 Credit Booster 700% 500% 1 000 Credits per Booster Grade 5 Credit Booster 1 000% 600% 2 000 Credits per Booster Grade 1 Shard/Starfall Booster 300% 200% 500 Credits per Booster Grade 2 Shard/Starfall Booster 400% 300% 500 Credits per Booster Grade 3 Shard/Starfall Booster 500% 400% 500 Credits per Booster Grade 4 Shard/Starfall Booster 600% 500% 500 Credits per Booster Grade 5 Shard/Starfall Booster 700% 600% 500 Credits per Booster
- Updated BattlePass:
- Changed the price for Pro BattlePass to 100 Platinum.
- Changed the price for Premium BattlePass to 200 Platinum.
- Enabled BattlePass upgrade from Pro to Premium for 100 Platinum.
- Disabled "How to progress" BattlePass page.
- Improved AI behavior to not react to the targets going into Stealth mode.
- Improved AI Trenchwalker behavior to use Hybrid Grenade.
- Enabled Easy Anti-Cheat protection throughout the game.
- Turned subtitles ON by default for Hunter Training.
- Enabled language selection on the Login screen.
- Set the frame rate limit in the game to 120 by default.
- Set the standard update rate to 30 FPS.
- Optimized textures for Low and Medium Graphics presets.
- Changed "Not currently allowed" warning for available Charges to "Jump Recharging" message.
- Adjusted gamepad controls:
- Swapped Ping command and Ability 2 between Y to RB.
- Changed Secondary Ping Wheel activation to Left DPad + RB.
- Renamed Exponential gamepad response curve to Standard.
- Updated the response curve setting description in the Options menu: Standard Fine Dual Linear.
- Increased the size of Ability and Consumable icons in the in-battle interface.
- Moved In-Battle Objectives widgets to the top-right corner of the screen.
- Moved kill feed under In-Battle Objectives.
- Removed the Remaining Teams/Hunters counter from the in-battle interface.
- Cleaned up Upgrade Cores interface.
Hangar
- Separated flat stat numbers from the added bonuses from the System Tree in the Loadout interface.
- Improved randomization of daily missions.
- Redesigned Social panel to be consistent with the overall visual style of the game.
- Added a new button to the Social panel to make it easier to access the Settings screen.
- Improved and polished the Codex section of the Hangar.
- Disabled the Objectives tab on the Results screen.
- Improved camera transition between the Hunter Inspection interface and the Hangar menu.
- Added the level requirement for System Tree sections.
- Added "show ability details" text on the ability details button in the Hunter section menu.
- Added camera transitions and twitch animation triggers to some Hangar screens.
- Reconfigured combat missions to be visible only for Hunters unlocked by the Player.
- Added Hunters' names to the combat mission descriptions.
- Diversified Hunter-specific tasks in daily missions.
- Decreased rotation speed when inspecting Hunters in the Hangar.
- Removed the "Next" arrow from the Hunter Progression screen if the maximum level has already been reached.
- Added current BattlePass level icon to the BattlePass screen and Hangar.
- Added new full-screen widgets for five onboarding missions and for tips after Hunter Training.
- Added "Invite to squad" text under the Invite widget on the main Hangar screen.
- Added a disclaimer to the in-game text chat that triggers with the start of a new session.
- Added a new Stats tab to the in-game player information screen:
- Four progress bars for each unlockable level showing the stat (Structure/Shields/Damage/Ability Power) increases that will be gained and the resources/energy requirements to unlock.
- Four large panels one for each stat. For the Structure Shields and Damage panels relevant collected Enhancement Cores are shown at the bottom of the panels with provided bonuses.
- Collected Enhancement Cores with names and level details.
- An icon and description of each Hunter Ability currently unlocked.
- Improved System Tree:
- Fixed position of the first Unique System Effect Node.
- Added "How It Works" popup on the System Tree screen.
- Disabled unlocking Nodes using space bar.
- Added the effect numbers for each effect in Loadout.
- Adjusted Details widget content in the System Tree to not jump anymore upon switching Nodes.
- Fixed blinking effect appearing upon System Tree opening.
- Fixed blank details appearing upon System Tree opening.
- Adjusted logic of the System Tree to discard the unconfirmed Node selection if the player switches a Hunter.
- Added correct description for the reason when the player tries to unlock the Node with an insufficient Hunter level.
Audio
- Added new music to Stonecutter Keep and new loading screen music.
- Added tree wind sounds in the Battle Training game mode.
- Added voiceover for Prophet's Gospel full charge shot.
- Added reverberation zones to Maryland Heights and Crimson Ridge.
- Added various sound effects for the Hunter Training.
- Supported sounds in the Vault feature.
- Added missed sounds in the Game Menu and Settings.
- Added missed sounds on the Hunters -> Appearance screen.
- Added missed sounds on the Loadout -> System Tree screen.
- Added missed sounds on the BattlePass Upgrade Tier pop up.
Bugfixes
- Fixed footsteps not aligning with movement direction.
- Fixed music not playing during the first phase.
- Fixed fog effects on Crimson Ridge and Stonecutter Keep.
- Fixed players becoming stuck midair after being revived.
- Fixed players being unable to move or take action after being revived.
- Fixed Contract icons breaking.
- Fixed freezes related to gameplay effects occurring during the battle.
- Fixed overflowing description for the Revive Booster when it's being activated.
- Fixed incorrect display of Scout Drone name mid-battle as English when the client of the game is in any other language.
- Fixed an instance where Hunter stats on the Loadout screen were not updated when the player unlocked new System Tree Nodes.
- Fixed incorrect depiction of squadmate's shields and structure points as invulnerable after their revive.
- Fixed unintentional camera zoom at the specific location in the Battle Training game mode.
- Fixed a bug with incorrect number of Supply Pods opened when the player had a corresponding mission.
- Fixed a crash happening when a player tried to return to the Hangar using the Exit menu (Return to Hangar) or from the Battle Results screen by using the corresponding button.
- Fixed a situation when the Hunter could be leveled up through spending Starfall even without having the required amount.
- Fixed a situation when Shards could be refined into Starfall even without having the required amount.
- Fixed missing subtitles in Hunter Training at the start of the game.
- Fixed an issue with Level Reward notifications being missing after a player re-logged in to the game.
- Fixed non-localized English text in the Navigation bar menu Hunter carousel and BattlePass displayed for other languages.
- Fixed a widget notifying about the completion of the mission in the Hangar.
- Fixed overspilling text for Training Missions 2 and 5 in the Hangar menu for several languages.
- Fixed incorrect counter for the mission "Destroy enemy Hunters AND Earn Starfall" that kept on going after the first condition had been met.
- Fixed crashes occurring when a squadmate respawned upon battle completion.
- Fixed clamping of the markers on the Minimap.
- Fixed a bug where the secondary ability for Colossus had no cooldown timer after it was used.
- Fixed a bug where the player was unable to pick up the Spear in the Colossus state after hitting an enemy Hunter directly with it.
- Fixed missing animation for picking up the Spear in the Colossus state.
- Fixed Colossus rocket impact visual effects being displayed before the rockets reached the target.
- Fixed trajectory and firing visual effects of Colossus' guns.
- Fixed Colossus throwing an invisible Spear upon the second and third activation of the ability.
- Fixed the animation speed of the Spear ability deactivation in the Colossus state to make it slower.
- Fixed the "Pick up the Spear" tooltip still appearing when the Hunter left the Colossus state.
- Fixed performance issues caused by the Vengeance Strike activation visual effects.
- Fixed Heartbreaker's AR visual effect being visible during aiming mode.
- Fixed low visibility of the DoT (Damage over Time) effects on Guard Drones.
- Fixed incorrect structure point restoration speed for Heartbreaker during Stealth with Rejuvenation Mod applied.
- Fixed incorrect damage resistance values for Heartbreaker's Sonar Pulse ability with the Unique Ability Node unlocked.
- Fixed Heartbreaker's primary ability making an allied Colossus invisible to enemy players when Nimble Mod Effect 3 was unlocked.
- Fixed a bug with Heartbreaker's Unique Ability Node providing not only Stealth to the squadmate but also effects within a 75-meter radius.
- Fixed a bug with Trenchwalker's Hybrid Grenade not dealing damage to summoned enemy items (Barriers Pylons Sentinel Drone etc.).
- Fixed a bug where Razorside's Calloused Mod for Mainframe Effect 2 didn't work.
- Fixed incorrect behavior for Trenchwalker's Hybrid Grenade where damage was scaled by the enemy's damage buff and not Trenchwalker's.
- Fixed cropping text issue in the Missions menu for most languages when the text was too long.
- Fixed missing voiceover events when a Hunter destroyed Drones with the use of an ability.
- Fixed a bug where the player received an incorrect number of structure points after they were destroyed in the Colossus state.
- Fixed incorrect calculation of the "Percentage of Battles Survived" stat in the Player Account Stats menu.
- Fixed a bug where if one player sent an invitation to join a squad to another player who was in a queue and they accepted the invitation the model of the squadmate's Hunter wasn't visible to the player.
- Fixed a freeze happening right after the end of the battle if the HUD (in-battle interface) was switched off with "H" key.
- Fixed disappearing player marker on the Minimap during the battle.
- Fixed Razorside's twitch sounds in the Hangar.
- Fixed Heartbreaker's zoom not functioning correctly after reviving and the scope interface permanently displaying "X4" zoom.
- Fixed Shield Dome not being visible to enemy Hunters if the player who deployed it was unspotted.
- Fixed Hunter textures not loading in the Hangar.
- Fixed Super Sprint breaking after the player instantly picked up an Ammo Crate.
- Fixed Ursus' weapon colliding with her head in the Missile Barrage aiming state.
- Fixed incorrect animation for Prophet's Revive Booster activation.
- Fixed Fenris' weapon changing size upon the start of his running animation.
- Fixed Weaver's T-Pose triggering during the reload animation.
- Fixed Weaver's modules detaching upon the start of his running animation.
- Fixed the Social panel not disappearing automatically and staying open on various Hangar screens.
- Fixed spacing between currency icons and aligned the wallet widget.
- Fixed positioning of the "Sportsmanship conduct" inscription in the Japanese localization.
- Fixed an issue with AI sometimes consistently missing their aimed-at targets.
- Fixed missing localization for Hunters' Gear crates.
- Fixed incorrect name of the game mode mentioned in the onboarding mission.
- Fixed severe screen flickering after using Fenris' Blink ability with maxed out Stalker or Trickster Mods.
- Fixed incorrect depiction of base stats and Ability Power bonus in the Stats section of the in-game player information screen.
- Fixed mention of "Skill Tree" to "System Tree" in the corresponding onboarding missions.
- Fixed overlapping/duplicating Loot Crates on the map.
- Fixed incorrect "Daily Mission Info" text to "Combat Mission Info."
- Fixed incorrect display of Skin rarity in the BattlePass.
- Fixed the text on the button in the Pause menu—changed from "Exit" to "Exit Game."
- Fixed pixelized texture of trees on Stonecutter Keep.
- Fixed duplicated trees on Maryland Heights.
- Fixed trees changing when aiming down sights on Maryland Heights.
- Fixed excess puddles leaking onto pipes in Hunter Training.
- Fixed small trees that cannot be destroyed moving too much when ran into.
- Fixed enemy Hunters disappearing in Hunter Training.
- Fixed the transition between terrain types on Stonecutter Keep.
- Fixed vegetation shaders causing odd colors.
- Fixed the small lakes on Stonecutter Keep not causing splashing.
- Fixed players being able to climb on rocks on Stonecutter Keep.
- Fixed cranes and fixes not being destructible on Stonecutter Keep.
- Fixed missing animations for the Rocket Barrage by Prophet's Sentinel Drone.
- Fixed missing explosion animation when Prophet's Sentinel Drone was destroyed.
- Fixed incorrect scaling of Weaver's structure points when activating the Primary Ability with the Conundrum Mod chosen.
- Fixed Ursus' Ferocity Mod damage buff not resetting when Glacial Armor was destroyed.
- Fixed "" line appearing when Prophet's Salvation Mod Effect 3 was activated.
- Fixed incorrect ammo overcharge (7 bullets instead of 8) when using Trenchwalker's Cluster Mod Effect 1 and 2 on a perfect reload.
- Fixed Ability Power being calculated incorrectly with unlocked Ability Stat Nodes for Trenchwalker's Leech Gun and Weaver's Minigun.
- Fixed missing UI for showing Ursus' Damage Resistance debuff / Damage Dealing debuff when the Glacial Armor is destroyed.
- Fixed sounds occurring around Teleports.
- Fixed an issue where the player was unable to progress through Battle Training if they had no Revive Boosters to drop for the respawn.
- Fixed newly spawned Drones not moving or patrolling the guarded area.
- Fixed System Tree preview widget not updating after upgrading Prophets' Sentinel Drone ability.
- Fixed interrupted animations when Prophet Trenchwalker Taurus or Razorside activated Revive Booster after falling from any surface.
- Fixed Trenchwalker Heartbreaker and Taurus twitching after taking a few steps at the start of walking/running.
- Fixed an issue where using Prophet in Hunter Training might have caused a soft lock.
- Fixed AI Hunters attacking already destroyed NPCs.
- Fixed Drones sometimes freezing in combat (permanently or not) after they were interrupted by the target being destroyed or going out of range.
- Fixed Drone rotation sometimes being locked after combat was interrupted.
Key Features
- A new take on Battle Royale & Extraction: The game combines mechanics from Hero Shooters, Battle Royale, and Extraction. Players engage in battles with a unique Hunter within a PvPvE arena, pursuing various objectives to level up and acquire gear, ultimately culminating in a final showdown at the extraction point.
- Master distinct mechanical giants: The fun of Steel Hunters lies in learning and mastering individual Hunters and using their ability kits and progression systems in the most effective way.
- Tactics over reflexes: Unlike more traditional shooters, it's not all about short reaction time but understanding your Hunter strengths, weaknesses, abilities, cooldowns, and synergies. The maps allow for meaningful tactical choices and offer opportunities for flanking or ambushing enemies.
- Duo Symbiosis: Cooperation is crucial to achieve victory. Whether you're playing with a friend or matched with another Hunter, combining tactics and abilities with your duo partner is what will make the difference in the Hunting Grounds.
- Spectacular grounded gameplay: The game immerses the player into a highly realistic world and delivers a strong power fantasy thanks to spectacular battle mechs. Destructible environments on the map reinforce this while also allowing for more tactical gameplay.
- High level of customization: Players can customize their Hunters with distinct build options, allowing them to create unique gear combinations. Additionally, collectibles and cosmetics offer opportunities to express personal style and individuality.
- Maps and Modes: Steel Hunters maps feature both natural and urban environments, with dynamic, destructible terrain that encourages tactical gameplay.
- 12 Players: Teams of two compete across a PvPvE map, completing diverse objectives and engaging in both combat and exploration.
- Dynamic Objectives: Players must balance looting, progression, and survival, culminating in a final extraction showdown.
Steel Hunters is coming to PC (Steam) in late 2025. Consoles may be considered in the future.
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