Store data
- Store status
- Coming soon
- Scheduled release
- 3 November 2026
- Positive reviews
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- Release date
- 3 November 2026
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You are a hunter. The Ancients are waking. Every clue you find brings you closer to killing one, but brings it closer to noticing your existence.
HUNTER'S HAND is a turn-based tactical roguelike deck builder set in a dark fantasy world that's rotting from the inside out.
Clues make you stronger, and every one you take raises Threat, the world's awareness of you.
It escalates encounters, changes what the map offers, and decides when the Ancient push through the void into the material plane. Push deep and you'll meet it with a deck that can win, otherwise you'll meet it three rooms too early and perish.
Combat is built around deliberate, combo-driven turns where the order you play your cards decides whether you live.
Chain abilities, bank defence, spend resources, or try to escape if the odds are stacked against you. The starting Hunter, The Oathwrought, has a Stance system rewards you for alternating attack and defence - time it right and you reach Exalted, and everything hits twice as hard.
Build your deck inside the run from 274 cards and 54 Artefacts.
Card rewards, Artefact synergies and subclass choices compound into new strategies. An Artefact picked up in the first ten minutes can change how you play the remainder of the run.
Travel procedurally generated maps where every path is a trade.
Fights, events, camps, and random encounters. Route for cards, route for healing, or route for clues and accept what that wakes.
Battlefield hazards turn the environment against you.
Dense fog, eldritch rain that strips a card from your hand each turn, hailstorms, corrupted ground that poisons your healing. Three hand-painted biomes, each corrupted in its own way, each with its own enemies and its own Ancient waiting at the end.
- Three playable characters, each with unique card pools, subclasses and mechanics
- Three biomes and their Guardians.
- 274 cards, 54 Artefacts, 53 enemies with deep status interactions
- Procedural maps, battlefield hazards and the full escalating Threat system
- Runs of roughly 30–60 minutes
- A growing artefact pool and deeper Artefact/subclass synergies
- Expanded meta-progression and unlock paths between runs
- Higher difficulty modes, daily runs and leaderboards
- A final art, animation and sound polish pass across the game
- Additional Ancients and encounters
Hunter's Hand enters Early Access on 3 November 2026 .
Wishlist it to follow development, and play the free demo to hunt your first Ancient today.
Photosensitivity: This game contains flashing lights. A flash toggle is available in the settings menu.
© 2026 Pixel Moon. All rights reserved.
The Unveiled Hunt — v0.17It’s been seven weeks since the last proper update post. That’s on purpose: I’ve been saving it all up for Next Fest, which starts today. Most of this has been quietly going out to the testing branch, so if you’re on the default build, all of it is new to you.The biggest single change is controllers. Until now a gamepad barely worked: Godot only moves between buttons once something already has focus, and no screen ever gave anything focus, so the d-pad did nothing almost everywhere. That’s fixed across the whole game now. Every screen is playable on a pad, there’s rumble, the button prompts match your device, and I’ve done seven rounds of pad testing plus a dedicated Steam Deck pass (fonts, text size, tooltips, fullscreen).The other big change is the first fight. The tutorial has been rebuilt from scratch. It now waits for you to actually play a card instead o...
Read full update on Steam ↗It's been a heavy few weeks of mostly-invisible work. A forest playtest threw up a long list of things that were broken, and most of this update is me working through that list.The one of the biggest fixes was the Ancient reveal, the cinematic where an Ancient wakes up and marches onto the map. It turned out the roll that triggers it never actually fired in a normal run (three separate bugs stacked on top of each other), so most players would never have seen it. That's fixed, and I rebuilt the whole sequence while I was in there: the map fogs over, an eclipse rolls in, the Ancient's silhouette looms up behind it, then it stomps onto the board from below in three heavy steps with the camera framing the entrance. There's a new screen-wide Threat presence layer too, the screen darkens and the corners close in when your Threat crosses a threshold, with a lighter pulse on every point in or...
Read full update on Steam ↗Threat used to be a number ticking up in the corner. Now the dark moves with it, the edges of the screen pull inward, the light thins, and past a certain point the map drops into full eclipse. When it lifts, the biome's Ancient has dragged itself onto the path. And it's marching toward you.You do not want to still be there when it arrives.Full patch notes 31/08/26.
Read full update on Steam ↗Two weeks of mostly forest-biome and combat-feel work. The headline is the battle visuals rework finally landing on main; new impact camera work, scene lighting, and an enemy death crescendo, alongside a real pass on making the forest enemies feel distinct from each other instead of reading as the same fight in different skins.Also fixed a genuinely embarrassing bug: enemy AI was drawing from a filtered copy of its own deck instead of the real one, so it never actually emptied and reshuffled... around 44% of enemy rounds were just generic attack/defend/charge on repeat instead of their unique cards showing up. That's fixed now, and cleared the way for a proper identity pass: every forest enemy owns one signature status instead of half of them all rolling Stun or mind-debuffs.Escape got reworked too, it's no longer a coin flip you could lose after already committing your whole turn to...
Read full update on Steam ↗This one's a shorter stretch than usual, about six days since the last post, so it's mostly shop and feel work plus one bigger system change under the hood.The shop got a major pass. There's now a reroll button under the shop title, gold cost starts at 50 and goes up 50 each time you reroll in a visit, and it plays out with a fancy animation: the current wares get swept off the table with a random spin, fresh ones generate, and they drop back in from the top one at a time with a bit of wobble. First version had a bug where the new items could fly clean off screen after a reroll (a top-level/global-position mixup), that's fixed now, along with a two-frame layout timing issue in the same flow. Shop card slots also got a "?" info button explaining colourless vs. subclass cards, and cards are now colour-coded by subclass in the shop. There's a new hand-painted wooden table render behind t...
Read full update on Steam ↗This is a big one, combining a couple of weeks I didn't get a chance to post about, so there's a lot here.The mountain biome now has an actual roster: 12 base enemies and 5 guardians, all built from scratch, on theme, to spec. Combined with reworked desert and forest guardians and a fully built new boss, that's 27 enemies added or reworked this update, each with its own power, card set, deck, AI, and stats. All of this is currently in testing and will be available in the full release, but it's a huge step towards a complete game.The forest guardians needed more than a touch up. Several were stubs pointing at the wrong enemy's cards, so I had to create 19 missing .tres files and rewire every deck to actually point at the right content, then bring the scripts up to spec. Desert guardians were closer to done, I edited those in place and gave them real pile mechanics (bury, draw scramble,...
Read full update on Steam ↗The THE WHISPERING DREAD update is now live for Hunter's Hand! If you've been waiting to try the game, now's a good time to jump in.What's new:The Guardian Subclass - Now fully playable in the demo with completed artwork. Three subclasses are in the game. The Guardian plays differently to the Stormguard and the Martyr with a more measured, defensive pressure style. Worth trying if you've been sticking to one class. Card visual overhaul - Cards now communicate their state much more clearly. Playable cards glow differently to unplayable ones. The cost gem has VFX that scale with the card's cost. Instant cards have their own new visual indicator. The rarity colour scheme is back to the Lovecraftian palette. And there's a new card frame, with new frames planned for each character & enemies.Accessibility options - Added colourblind modes, a dyslexia-friendly font, and 4× text scaling. All...
Read full update on Steam ↗It's been a busy few weeks. Most of the work this sprint was polish and systems I'd been putting off, VFX that were half-finished, animations that existed but weren't wired up, and the difficulty system which had been sitting at 5 levels for way too long. Here's everything that changed:ChangesRe-added blood spatter VFX, and added new armour sparks on hurt and block animations for both players and enemies. These were stripped out at some point during refactoring and I finally got around to putting them back properly.Enemies now have Threat threshold up and down animations, these were actually built weeks ago but weren't linked in the enemy scene. They have SFX now too. The card tooltip formatter now shows Threat actives with a glowing effect (so you'll see "At 10+ Threat:" highlighted properly), and I've added the "Threat" keyword itself to the formatter so it's colour-coded in tooltip...
Read full update on Steam ↗The Crimson Bloom Update is now live for Hunter's Hand!If you've been waiting to try the game, now's a good time to jump in.What's new:The Martyr subclass - Built entirely around sacrifice. Spend HP to deal damage. Break yourself to break the run. High risk, devastating ceiling.20 new cards - Including Sacrificial Icon and Grim Resolve, designed around the Martyr's playstyle but usable across classes.The Desert - A new biome previewed in this update, arriving in full at release. Arid, hostile, full of things that want you dead.UI improvements - Several QoL changes based on your feedback. The game should feel much cleaner and faster to navigate.This update represents a new chapter for Hunter's Hand. The Martyr changes how you think about taking damage, every hit becomes a resource, every wound a choice. Combined with the Desert's hazards, runs will feel different in a way I couldn't fu...
Read full update on Steam ↗Time for the first new subclass reveal!New Class: The MartyrA class built around sacrifice. Spend your own health. Break your own body to break your enemies. If you've been playing the demo you've already seen a glimpse, the next update fully delivers on the concept.Here's a teaser of some of the new cards coming (subject to balance changes!): Abyssal GuardIf Fading: Gain 10 DEF for each round passed. TenuousDoom's DefenseIf Moribund: Gain +10 DEF & 1 Spectral.Faith's BastionIf Fading: Gain +15 DEF.Grim ResolveIf Fading: Gain +5 DEF.Hope's BeaconHeal 5 HP. If Fading: Heal an additional 10 HP.Resolute DefenseIf Fading: Gain +10 DEF.Shield of FaithIf Wounded: +5 Def.Avenging BlowIf Healthy: Lose 10 HP. If you have less HP than target, this card has 2 x ATK.Dark ReckoningIf Fading: ATK x 2Echo of PainATK = HP lost last turn.Frenzied AssaultGain 5 Bleed.If Fading: +15 ATKMartyred StrikeIf...
Read full update on Steam ↗Thanks again to everyone playing the demo and sharing feedback, it’s been incredibly helpful in shaping both the direction and feel of the game!This week’s update focuses on a major overhaul of the Threat system, alongside UI refinements, new gameplay interactions, and general polish.A lot of this work lays the foundation for future content, with Threat now becoming a much more central and reactive system.Threat System OverhaulThreat has been significantly expanded and is now integrated across enemies, rewards, and encounters.Threat is now colour-based, tracked via a dedicated systemRefactored into a new ThreatManager global for better scalabilityAdded functions for adding, removing, and querying Threat cleanlyUI now pulses and updates dynamically to draw attention to changesAdded VFX to Threat icons and skull thresholds Gameplay IntegrationAll Forest enemies and the Black deck now in...
Read full update on Steam ↗Thanks again to everyone who’s been playing the demo and sharing feedback! It’s been incredibly helpful in shaping the direction of the game and tracking down issues. This update mainly focused on visual improvements, battle presentation, and continuing to stabilise systems after recent refactors. A lot of work also went into improving animation quality and performance across the board.What’s Coming NextOver the next few months, development will be shifting toward some major content and system updates:Threat System Overhaul Reworking threat into a core gameplay system, fully integrated across combat and mechanics rather than a background calculation for the ancient reveal.Threat value increases with certain items, relics & eventsThreat reveals ancient, but also affects games difficulty, and may also offer greater rewardsI'm toying with the idea that threat also affects how enemies beh...
Read full update on Steam ↗Weekly Devlog – UI Improvements, New Mechanics & Major FixesThanks everyone for the feedback over this past week! I've been frantically trying to improve the experience, and have squashed as many bugs as I can in the first week of the demo go-live. There's likely still more that I haven't even encountered yet in my testing, so please send me bug reports if you come across anything! (There's now a button in game in a few places, most accessible being the pause menu)Anyway, this past week has been a productive one for Hunter’s Hand, with a mix of gameplay improvements, bug fixes, and balance adjustments. Here’s everything that’s new:Changes & ImprovementsStatus UI now displays both stacks and duration simultaneously (when applicable).Status icons now flash white on activation for clearer feedback.Fury now spawns a card at the start of each turn that deals damage equal to its stacks.Adde...
Read full update on Steam ↗Steam currently lists 3 Nov 2026 as the release date.
The Unveiled Hunt — v0.17It’s been seven weeks since the last proper update post. That’s on purpose: I’ve been saving it all up for Next Fest, which starts today. Most of this has been quietly going out to the testing…
It's been a heavy few weeks of mostly-invisible work. A forest playtest threw up a long list of things that were broken, and most of this update is me working through that list.The one of the biggest fixes was the Anc…
Threat used to be a number ticking up in the corner. Now the dark moves with it, the edges of the screen pull inward, the light thins, and past a certain point the map drops into full eclipse. When it lifts, the biome…
Two weeks of mostly forest-biome and combat-feel work. The headline is the battle visuals rework finally landing on main; new impact camera work, scene lighting, and an enemy death crescendo, alongside a real pass on…
This one's a shorter stretch than usual, about six days since the last post, so it's mostly shop and feel work plus one bigger system change under the hood.The shop got a major pass. There's now a reroll button under…