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Huntsman is a minimalist stealth-horror game that strips away visual clutter in favor of tension and decision-making. Set in dim, maze-like environments, your goal is to survive by staying unseen, controlling sound, and interpreting the behavior of the Huntsman itself—a terrifying entity with dynamic pathfinding and unpredictable aggression.

Silence Is Your Weapon

The game environment offers limited cues. You won’t get a radar, you won’t get hints—just your hearing and a flashlight with limited battery. Each map is designed to keep you guessing. The Huntsman adapts to your actions, often:

  • Moving toward echoes caused by doors, dropped items, or rapid footsteps
  • Circling areas where light was used recently
  • Pausing near hiding spots before moving on

This forces players to constantly weigh every sound they make, using silence as both defense and decoy.

Progression Through Environmental Memory

Rather than a linear series of levels, Huntsman presents looping corridors and labyrinths that subtly shift layout each time. You’ll learn patterns—where keys usually spawn, which routes tend to be safe—but these rules can change after every failure. The Huntsman also changes tactics based on how you played the last round.

Useful tools include:

  • Sound bombs that attract the Huntsman temporarily
  • Flicker switches that confuse its vision algorithm
  • One-time cloaking zones you can activate for emergency stealth

Endings Based on Risk

Huntsman doesn’t reward passive hiding. The more you explore, the more lore fragments and tools you find—but risk grows with every room visited. Multiple endings are tied to how deep you go into the structure and whether you discover the Huntsman’s true behavior cycle. Escaping early guarantees safety; pushing further risks it all for deeper answers.

Huntsman builds tension through limits, not jump scares. With sound-based AI, unpredictable patrols, and no handholding, it challenges players to think more like prey and less like survivors. Only those who embrace quiet planning will make it to the final room.