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Hunt Showdown 1896
Get ready to fight in the twisted lands of the Incursions with this bundle. It contains everything in the Starter Edition, plus the Legends of the Bayou bundle…
Crytek is rolling out a blunt experiment on March 18: for the duration of the Devil’s Trail season (through June 10) Hunt: Showdown 1896 will hide extraction and supply points by default and force players to find them the old-fashioned way – by scouting the world. That’s not a cosmetic tweak. It’s a gameplay pivot that privileges in‑world observation, tracking and map knowledge over the map ping meta.
Across coverage from PC Gamer, Steam’s news feed and GameStar, the same headline emerges: Devil’s Trail hides the icons players have learned to rely on. Extraction locations and supply caches now need to be uncovered in-world. Crytek layers on new ways to get that info — Scout Towers that hold Scouting Maps and tarot cards, a new “Burned Convoy” supply point that spawns hidden loot, and cards/traits that reveal clues or amplify enemy sounds.
That sounds small until you consider the gameplay effect. Extraction shooters have split into two tribes: the “backpack” games where the primary loop is filling inventory slots and optimizing routes, and games like Hunt that hinge on direct PvP and boss fights. By removing automatic markers, Crytek is nudging matches back toward reading the world for signs of other teams — animal carcasses, spent medkits, doors left ajar — and then deciding whether to stalk, ambush or charge.
This is a classic Crytek move: prototype bold systemic changes inside an event and see what sticks. It’s clever design — it rewards spatial memory, observation and tracking skills — but it’s also explicitly hostile to the convenience layer many players now expect. Newcomers and casuals who lean on the map will be at a disadvantage until they learn the new rhythms. Veterans with map knowledge and patience suddenly gain another edge.

PC Gamer and Steam both flagged the same risk: matches could slow or devolve into grinds for information if the meta shifts to constant tower-sweep scouting. GameStar’s trailer coverage also highlighted new narrative hooks — two Anishinaabe scouts and a flamethrowing Firebreather — which add variety but won’t change the core pacing question.
Devil’s Trail introduces explicit tracking aids so hunts aren’t blind gambles. The High Priestess tarot reveals the direction of another hunter for a short window. The Pathfinder marks already-used boss clues across the map. The All Ears trait amplifies hunter sounds in Darksight. Scout Towers (two per map) let teams gamble on getting premium intel early. These are meaningful tradeoffs: you can buy certainty with effort or risk being surprised.

There’s also the Firebreather — the first enemy with a ranged flamethrower-like attack — which GameStar points out in its trailer breakdown. It’s a small but important change to enemy behavior that can shape how you approach cramped locations you now have to visit blind.
PR presents Devil’s Trail as a gameplay deepening. The uncomfortable follow-up is: are these changes design-forward or session‑lengthening? Removing HUD convenience can create richer moments — or it can make matches longer, more frustrating and less accessible. That distinction will determine whether this stays after June 10.

If I were interviewing Crytek today I’d ask: “Do you have data from previous tarot experiments that suggest players will prefer long, scouting-led matches over quicker loot runs?” Their answer will reveal whether this is player-led iteration or an effort to steer playtime and engagement metrics.
Devil’s Trail (Mar 18-Jun 10) hides extraction/supply markers and layers in Scout Towers, tarot tools and tracking traits to push Hunt toward exploration-led, read-the-world matches. It’s an intentional experiment that rewards map knowledge and observation — great for vets, potentially rough for newcomers. Watch match length, extraction rates and community reaction; Crytek’s post‑event decision will tell us whether this was a seasonal novelty or the next evolution of Hunt.
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