
Partner with @Twitch and @Crytek / @HuntShowdown Sponsored by @GamerSupps YT: https://nitter.gq/t.co/iGDoNSwjtz @vombuz everywhere! Contact: [email protected]
Joined August 2014
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It's finnaly here!💛
Thanks everyone for being part of my journey, and especially my community the Council! You all are the reason im here doing what i love and still going strong!
Black and yellow are colors that are often used as a warning sign. For this Sparks LRR Sniper, it's no different.
A huge shout out to @Vombuz as we introduce his signature Skin: The Council's Verdict. Snatch it up now via the Blood Bond Store!
Additionally, you can help support this fantastic Night of the Hunter partner over at: twitch.tv/vombuz
Still my favorite loadout to spam atm.👀Enjoy the triple LeMats meta - youtu.be/kK3dd16HKzM
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Some low cortisol HUNT then grinding WoW Forever later on stream🗡️See ya there!
Amazing Art by: @miljankljajic 🐰
Guess my class👀
LIVE🎃
Twitch | Vombuz🚜
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When asked to compare Hunt & Hunger, i would say that both games have Sabre.. and thats about it😂Outside the "vibe" they are very different games, both great at different things!
Now i can point them to this post🙏
I think it's time to address something head-on, particularly given some of the feedback we've received from players coming over from Hunt during our closed beta.
Fundamentally, Hunger is not a response to Hunt, nor is it designed in opposition to Hunt or even intended as an alternative to it. Hunt is an incredible game and one that is cherished and treasured by most - if not all of our dev team - myself included.
Hunger is our response to the loot-driven extraction genre more broadly, and our attempt to use the extraction mechanic as the foundation for a fully fledged multiplayer RPG.
Anyone familiar with Hunt will recognise that it's actually quite unique within the extraction genre. Beyond its extraction mechanic, Hunt is fundamentally an objective-based PvP game. Its progression loop revolves around pursuing objectives that nearly always require the fighting of other players and then extracting. Obviously, this is an observation - not a critique.
Beyond a shared historical Gothic sensibility (and the letters "Hun"), the principal similarity between Hunt and Hunger is that both games use extraction as a gameplay mechanic. What they do with that mechanic is fundamentally different.
Hunger is designed as an RPG. It has character levels, equipment progression, masteries, professions, an economy, PvE activities and a plans for an extensive endgame. PvP is an important part of the Expedition experience, but it is not the singular objective around which everything else is designed. You can progress through Hunger - including reaching the endgame - without being forced into PvP encounters.
This distinction has enormous implications for how the game is designed and balanced.
We've seen quite a lot of feedback suggesting that equipment should be flattened, that fights should be broadly equal regardless of progression, or that a player with substantially better equipment shouldn't enjoy a significant advantage.
However, that is precisely how Hunger is intended to work. In an RPG, someone who has spent considerably longer developing their character, acquiring equipment and building their economy should be more powerful than someone who has just started. That's not an oversight in our balancing - it's a fundamental feature of the genre.
You might be able to overcome someone significantly better equipped than yourself, but the odds are deliberately not in your favour.
At the same time, we believe that they shouldn't be. If the time you've invested in developing your character, acquiring better equipment and progressing through the game makes no meaningful difference to your effectiveness in combat, then we've fundamentally failed in our ambition to build an RPG. Progression has to mean something, and that necessarily means that players at different stages of their journey will not always meet on equal terms.
Equally, the entire progression structure of Hunger is designed around a substantial journey towards the endgame. That is intentional, and it isn't something we're looking to change. Of course, we're going to continue tightening matchmaking brackets to reduce the extremes between players who encounter one another. However narrowing those differences is not the same thing as removing the advantages of progression or gear altogether.
Where balance becomes considerably more important is at the endgame. When players are operating within comparable equipment tiers, wearing Epic and Legendary armour, using high-end weapons (or lower end weapons that have been tuned via our coming “weapon specialisation” system) and participating in activities such as PvP Battlegrounds, that's where we want much tighter competitive balancing. At that point, we're comparing mature characters and established builds, rather than trying to make a level 17 character equivalent to a level 70 character.
We know already that it's also where a great deal of the long-term balancing discussion will be focused.
I appreciate that this is a nuanced distinction, particularly when two games share an extraction mechanic, a historical setting and a degree of visual similarity. We've spent a considerable amount of time communicating these design decisions through our development vlogs, and they're reflected throughout the systems we've built.
Some of the feedback we've received seems to assume that we've misunderstood or overlooked the things that make Hunt work. In reality, many of those differences are deliberate decisions about what kind of game we want Hunger to be.
We're not trying to make Hunt with more loot or Hunt with character levels. We're trying to make a multiplayer RPG with a persistent economy, meaningful character progression, consequential equipment choices and a substantial PvE and PvP endgame (more coming on this soon), all built around an extraction loop.
There is plenty of room for improvement in Hunger and we're listening closely to feedback about how well our systems actually achieve their intended goals. However there's an important distinction between a system that isn't working as intended and a system that is working as intended but doesn't align with someone's expectations of a very different game (one might even say a different genre).
We're very interested in improving the former. We're not going to redesign Hunger around the latter.
I appreciate if that means that Hunger isn't for you. That's totally fine too, as many excellent titles exist to serve a different preference.
Comming home🛖
We are live with some WoW forever later today!🎁
Twitch | Vombuz🚜
Get your launch celebration toy! 🎁
Watch 4 hours of eligible WoW streams & earn the Pouch of Violet Dust: blizz.ly/3UgiXUx
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Will be HUNT dropping and then WoW late night grinding this week!🫡
Only one more day until the launch of WoW: Forever!
Dive into everything coming: blizz.ly/4itTZZB
🏞️ New Zones
📖 1000 New Quests
🌪️ Skyborne, a new playable race
🪄 Classes and spec updates
📒 Account-wide progression
⚔️ New Dungeons & Raids

ALT Two armored characters stand on either side of the World of Warcraft: Forever logo. On the left, an undead warrior wearing red and gold armor holds a sword. On the right, a human hunter wears blue and gold armor holds a large two-handed weapon. Large text below the logo reads, "Launch Overview." An ornate tan border frames the image.
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Guess who's back...🐦⬛
Farming new story today with some DROPS🔴
Love the quests btw @HuntShowdown
Twitch | Vombuz🚜
Tried to make long derringer a viable weapon in @HuntShowdown 🎃Enjoy the highlight while im recharging batteries for 2nd week of drops streams! youtu.be/iilAiraFwSg
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How it feels logging back to @HuntShowdown for drops and getting the community event "rewards" after i spent whole week playing HUNGER
LIVE🔴
Twitch | Vombuz🚜
Combat in @GOODFUNHUNGER is as fast as you make it⚔️I put the video together to showcase PvP progress in "just" four days of no lifing HUNGER😂
youtu.be/CZxKf0SFNAw?si=enGL…
Tonight I get extra hour to fix my sleep schedule that has been damaged thanks to @GOODFUNHUNGER beta week...peak timing for daylight saving to end!😂
We LIVE and Hungry!🔴
Twitch | Vombuz🚜
🕯️ Living, HUNGER’s Closed Beta is LIVE!
Gather your companions and venture into the world after the End. Will you make it back to the Château?
Prepare for your first Expedition with our Getting Started guide:
bit.ly/HUNGER_CB_Getting_Sta…
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HUNGER Week is upon us🫡
We will be on frontline!⚔️
LIVE🔴Whole week!
Twitch | Vombuz🚜
🕯️ Living, HUNGER’s Closed Beta is almost upon us.
We begin this Monday, October 19 at 10 AM BST / 11 AM CEST.
If you haven’t already, request access on Steam for a chance to join us after the End:
store.steampowered.com/app/1…
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Loving new gothic vibe in @HuntShowdown 👀
Clearing servers with new skins!
youtu.be/F71RRNsU66Y
Perfect timing, we will be streaming lots of @GOODFUNHUNGER soon!
Living, your next Expedition awaits.
HUNGER’s Closed Beta arrives 19–26 October. Watch to find out what's to come.
Request Closed Beta access on Steam & WISHLIST Now: bit.ly/HUNGER_X_Closed_Beta
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Almost time for Halloween...🧛♂️
Honestly looking great, i didn't expect much but it seems like we will have fun with map reworks and some new challenge during twitch drops atleast!(long streams inc.)Was hoping for siphons..
Good chapter and event, but not as big as Road to Hell!
Blood Testament continues on October 6. 🎃
As the nights grow longer, Chapter 2 brings new horrors to the bayou and the mountains:
🕸️ Sweeping Compound Changes
🌹 New DLC
🪵 New Story Challenge
🪓 New Community Event
🃏 Two New Tarot Cards
🔫 New Tool
📹 Twitch Drops
🕷️ Familiar Faces...and New Nightmares
There's plenty more waiting in the shadows. One week remains.
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Love when new update brings new loadout addiction👀Been spamming this one last few weeks on @HuntShowdown -> youtu.be/YKqR1eqjIsw Enjoy!
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