

Hiding among 100 NPC deer with up to nine player deer sounds like the crowd itself becomes the main mechanic, so I can see how a performance pass snowballed into reworking the deer too. Did the NPC deer behaviour have to change so player deer can genuinely blend in, or does the Hunter mostly spot players by how they react, like bolting when a TrailCam catches them? Also curious how the 40-second Wendigo night phase changed the pacing of a typical match.


Making ESC reliably pause sounds small but it’s the kind of fix players notice immediately, so nice to see it in 0.5.3. Was the pause issue related to the parallel map generation you described in the ledge-spawn devlog, or something separate in the menu handling? Also curious whether the Breached and Cracked stack cap mattered much for balance once they could actually reach max stacks.