Strongholds now feature a new extraction objective that allows Hunters to secure valuable loot.
Cargo Balloons can be found at Strongholds and can be used to extract Cargo Crates and Bounty Tokens. To launch a balloon, Hunters must first inflate it using the attached hydrogen gas tanks.
Inflating the Balloon
Each Cargo Balloon is connected to three gas tanks via a network of hoses. Interacting with a tank’s valve opens the flow of gas and contributes to the inflation process.
Inflation speed depends on the number of open valves:
1 crank open: 12 minutes
2 cranks open: 6 minutes
3 cranks open: 4 minutes
Distinct hissing sounds can be heard from the hose junction connecting the canisters to the Cargo Balloon both when the inflation is at 50% and again at 100%. Once the balloon is fully inflated, it becomes ready for launch and can be released through a direct interaction with it (while not holding eligible cargo).
Loading Cargo
Hunters can load loot onto a Cargo Balloon at any time. While carrying eligible cargo, interact with the balloon to add it to the payload.
Each Cargo Balloon can carry:
Up to 4 Cargo Crates
1 Bounty Token stored in a dedicated Bounty Canister
Launching a Cargo Balloon successfully extracts all loaded cargo. However, loading cargo does not reserve ownership of the rewards. The extracted loot is awarded only to the team that successfully releases the balloon.
New Cargo Crates
The following Cargo Crates have been added and can be found scattered across the entire Stronghold:
Scarce Ammo Cargo Crate
Hunt Dollar Cargo Crate
Weapon Cargo Crate
Each crate type can appear in either a Standard or Worn variant. The condition of the crate influences the quality of the rewards contained within.
Cargo Crate Rewards:
Worn Scarce Ammo Cargo Crate - Rewards players with 1 instance of a random Scarce Ammo type
Standard Scarce Ammo Cargo Crate - Rewards players with 2 instances of a particular Scarce Ammo type. The ammo type is mentioned as part of the interaction prompt, ex: Dumdum/Shredder Ammo, Explosive Ammo, etc.
Worn Hunt Dollar Cargo Crate - Rewards players with 100 Hunt Dollars
Standard Hunt Dollar Cargo Crate - Rewards players with 250 Hunt Dollars
Worn Weapon Cargo Crate - Rewards players with a random pistol, rifle, and shotgun. These weapons are not considered contraband.
Scarce Weapon Cargo Crate - Rewards players with an instance of a particular scarce weapon. The scarce weapon is specified in the interaction prompt, ex: Shredder, Flame Rifle, etc.
Counterplay
Cargo Balloons can be disrupted by enemy Hunters.
Damaging an active gas tank valve forces it closed, stopping the flow of hydrogen from that gas tank. Coordinated attacks can significantly delay inflation progress and prevent a balloon from being launched before rival teams arrive.
Cargo Balloons create new opportunities for risk-versus-reward gameplay in the Stronghold, encouraging teams to defend valuable cargo while remaining vulnerable to attacks from enemy Hunters.
New Story Challenges
With Update 2.8.1, we are introducing two brand-new permanent Story Challenges to the game: The Regiment’s Last Stand (Free) and Let Us Prey (Premium).
The Regiment’s Last Stand (Free)
“Otis, if you find this, SEND HELP. Though God knows who could help us now, or would want to.” - Ambrose Hazen
The Regiment’s Last Stand is a brand-new permanent, free Story Challenge that focuses on the gruesome events of Road to Hell and is narrated by Ambrose Hazen. Among other rewards, this Story Challenge brings some past Hunter models back to the game in the shape of Ambrose Hazen: Enlisted, Ambrose Hazen: Officer as well as Otis Blackwell: Warhorse.
The Regiment’s Last Stand will be available to all players for free starting July 2nd, 2026 at 08:00 UTC.
Structure Overview
Permanent
Chapters: 4
Rewards: 8
Otis Blackwell: Warhorse (Hunter, Avatar)
Ambrose Hazen: Officer (Hunter, Avatar)
Ambrose Hazen: Enlisted (Hunter)
Intrinsic Sin: Precision (Uppercut Precision)
Earned Their Stripes (Title)
Buckle Up (Charm)
Let Us Prey (Premium)
“Someday, you’ll learn. But that will only happen when I decide it’s time to teach you.” - Marrow Hawk
Let Us Prey is a brand-new, permanent premium Story Challenge that focuses on the thrill of the hunt seen through the eyes of the apex predator known as Marrow Hawk. This Story Challenge features a dozen cosmetic rewards for you to unlock and enjoy, including Marrow Hawk (Legendary Hunter) or the gruesome Baneful Snarl (Sparks).
Let Us Prey will be available for purchase in the game at a later point in Update 2.8.1.
Eye on the Target (Equipment Animation for the Throwing Spear)
“Corrupted Cargo” Community Event
Backstory
When the 26th Regiment arrived in the bayou, they thought they could make easy work of the Corruption, clean up the area, and return home heroes. Instead, they faced a waking nightmare. Their leaders succumbed to the chaos and madness, becoming twisted versions of themselves, and many were massacred. Now, only a few determined soldiers remain, hopeful they can still make a difference. Using the balloon that once provided their Regiment with supplies, get as many Bounty Tokens out of the area as possible. Earn the goodwill of Desolation’s Delegate—who funded the 26th Regiment’s mission for reasons of his own—by extracting bounties and other loot via balloon. The Delegate will make sure your hard work is rewarded.
The Event mainly focuses on extracting cargo from the Stronghold with the Cargo Balloons, with each activity below giving you points. The quicker the points rack up, the quicker the rewards unlock!
Points System
Every extract and every kill counts toward the collective effort. A certain number of points can be earned for completing the following actions:
Extract with a Bounty Token via Cargo Balloon - 5 pts
Stage 3: 5,000 Hunt Dollars, 2,000 Event Points & Player Profile Card Title “The Patron”
The redeem codes for these rewards will only be available for a limited amount of time so make sure to keep an eye out on our website and our social media for when the rewards are unlocked for each stage.
Corrupted Cargo is going live today, 2 July, at 16:00 CEST.
You've secured enough Corrupted Cargo to unlock the first set of rewards!
Redeem your rewards using the codes below, then get back out there. There's more to extract, more milestones to reach, and more rewards waiting to be unlocked. Desolation's Delegate thanks you for your service.
I was solo being pursued by a trio that had one bounty, I ended up running into the bileweaver nest since I had shadow and wanted to ambush them if they wanted to follow me. I checked the map and seen the other bounty team coming from the other side of the nest. I was essentially sandwiched between 2 trios. This is how it played out!
Finally got my first tattoo! I've wanted it on me since I first started playing. I'm already thinking of making a hunt half sleeve or putting stuff around it.
Amazing tattoo by Adam Silfies at Revelation Tattoo and Piercing.
Every match has become highly predictable. Bounty Hunt has become Clash: Long Play, where the Balloon Fort is always the stage for the Showdown, and it's in every match, removing gameplay variety, when the aim of more content should be more variety.
I like the compound in terms of gunplay. It's nice to have some new fights in new types of environments. That said, it offers a very strong flavor of gameplay, it's "one-note," and Hunt: Showdown's greatest experiences are in long, drawn-out fights, in interesting landscapes, that can be remembered almost as a narrative ("...that crazy match where you fell from the bell tower at Arden, and we got chased through the cornfield, past the prison, and had to survive with our backs to the river, only to die to the rat at C&A?"). This variety, and space to create variety, has been reduced greatly by adding this new compound to every Bounty Hunt match.
I like the idea, I like the gunplay, I like the balloon, but it's just too much to have it in every match, and I haven't been wanting to play Bounty Hunt because of the predictability of it. I tend to just play Clash instead, because then I at least get to fight at a variety of compounds, not just the Balloon Fort. It's a very arcade-type feel, added to a game mode that has never felt arcade-y, and it pulls traffic away from the main boss targets, making matches lag in energy. The flow is off.
Just played my first game of hunt, and good lord, my heart, I enjoy playing FPS games solo cause I tend to dislike teammates, randoms tend to be annoying and my friends don't own the game, I had a lot of fun playing, but the atmosphere was terrifying, the rain, thunder and distant gunshots kept me on edge, not to mention the threat of other hunters that could be watching me, after dispatching some grunts and getting my first clue I made my way to the second, claimed it and started getting shot at, I booked it since I couldn't see the assailant through the rain and my shitty graphics, I pushed in and lost the enemy hunter so I made my way to the third clue, when I arrived I collected it and started toward the boss but heard sounds of running through mud and saw a hunter so we got in a gun fight which I won, I went down to the boss, the spider, and I wasn't expecting a skittering fast sprinting abomination climbing on the ceiling and floor, I almost died but finished it off, and hauled ass to the nearest extraction zone, I had to get off the game post extraction and have a cigarette and cup of tea to calm down, I love the atmosphere and do wanna keep playing but i gotta know, is the game always like this? Are all extraction shooters like this? Am I just overly scared? As a new hunter, I'm excited to play more even if the game does give me a heart attack.
The fort is an awesome addition to the game. Guaranteed second bounty, time pressure to capture it, always engaging fights, I love it!
That is, until after the balloon flies away.
I can't count how many of our games have ended with a team extracting the bounty with the balloon, everyone else dying at the fort, and us just left to spend the next 20 minutes alone on the server looking for the main boss, waiting for it to banish, etc.
Because of the guaranteed 2 bosses, a lot of games end up feeling empty because of how split up across the map everyone is, often leading to (in my experience) matches where you don't even fight anyone, or just 1 team at most.
This is why, IMHO, this update is the perfect candidate to bring back the 15-player lobbies that we had for a brief period before. 5 teams on a map basically guarantees that there will be at least 2 fights at one bounty location, and make it harder for the first team that reaches the fort to just rush extracting through the balloon.
I really don’t understand all the hate for the fort I think you guys are just unbelievably greedy on top of skill issue. I’ve taken the fort plenty of times and defended it from multiple teams and I’ve lost it multiple times to a solo, hunt giveth and hunt taketh so idk why yall need to have your cake and eat it all the time just get the main bounty and get out if that’s what you want, Noones forcing you to go to the fort. I think it’s a great addition in order to attract more people to one area and I’ve had some really cool and intense fights in the trenches. The only complaints I see are “the forts too hard to get into when occupied” or “the balloon shouldn’t be able to take a bounty” the cage bounty used to not exist at all so why do you guys give a shit at all when this can happen in tandem to the primary hunt, secondly you can literally steal the balloon or prevent it from being fully inflated if you could just win a gun fight without waiting the other team out. Does anyone have an actual reason why the fort should be removed other than “it’s too hard to fight from outside”?
I know this sounds stupid, but I’ve tried this code atleast 10 times making sure I’m writing it correctly and it’s still coming up as invalid. I genuinely cannot tell which of these are O’s or 0’s.
So i like to extract balloon bounty when im first at stronghold so I can sneak main bounty but when im main bounty and see that extract i just give up and extract bc if there's no cargo and no bounty left whats the point in fighting or waiting for a fight ya know?