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The Ultimate Hunting Experience Available now for PC

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Experience Hunting

theHunter: Call of the Wild offers the most immersive hunting experience ever created. Step into a beautiful open world teeming with life, from majestic deer and awe-inspiring bison down to the countless birds, critters and insects of the wilderness. Experience complex animal behavior, dynamic weather events, full day and night cycles, simulated ballistics, highly realistic acoustics, scents carried by a completely revamped wind system, and much more. All systems work together to increase immersion and bring out the hunter in you.

Explore the Open World

Explore 50 square miles of varied terrain, ranging from wetlands and dense forests to lush valleys and open farm fields. The vast world of theHunter: Call of the Wild is split up into separate and distinct hunting reserves, each one filled with surprises and memorable moments. Every inch of the wilderness is crafted using Apex – Avalanche Open World Engine, award-winning technology crafted during a decade of developing explosive action games.

Share Your Experiences

In addition to its rich single player experience, theHunter: Call of the Wild offers unique multiplayer options. Join up to 8 friends (or complete strangers!) in cooperative and competitive modes. Enjoy a wide range of in-game challenges, missions and events. Hunting is more rewarding and exciting with friends, so share your experiences and earn those bragging rights.

Become a Hunter

Acquire and equip a wide range of rifles, handguns and bows and customize them with scopes and different ammunition types. Find and master your favorites. Develop your character by unlocking various skills and equipment. Learn how to use callers and scents, but above all study your prey: pay close attention to animal behavior, traits and patterns of movement.

News

theHunter: Call of the Wild for Xbox One and PlayStation®4

August 22, 2017
Avalanche Studios and Expansive Worlds are excited to reveal the release date for theHunter: Call of the Wild for Xbox...
Avalanche Studios and Expansive Worlds are excited to reveal the release date for theHunter: Call of the Wild for Xbox One and PlayStation®4. It will arrive on consoles October 2, 2017 and is priced at $39.99. The console version contains the main game plus the Tents & Ground Blinds DLC and the ATV DLC.   Find the official trailer here.

theHunter: Call of the Wild Console Release UPDATE

June 27, 2017
console_update_june2017   Hello Hunters,   Ever since we revealed that theHunter:...
console_update_june2017   Hello Hunters,   Ever since we revealed that theHunter: Call of the Wild is coming to Xbox One and Playstation 4 in 2017, we have received a lot of encouraging feedback (and countless questions!) from the community. Today, we want to share an update on the current state of development. Our dedicated console team headed up by Producer Linus has been hard at work polishing and testing the two different versions inside and out. The game already handles really well on both platforms and we can’t wait to share more detailed information and in-game footage with you in the near future.   Today, we’re also happy to confirm that console versions will be released with all the content from the PC version - this includes multiplayer for up to 8 players, both reserves as well as all the animals, character variations, weapons, attachments and items. On top of that, the Hirschfelden Shooting Range, our brand new ATVs (All Terrain Vehicles) as well as the Tents and Ground Blinds will be part of the console version at release. The price point for Xbox One and Playstation 4 will be set at $39.99.   We have not yet announced a final release date, but keep your eyes peeled for more information. You may spot the “31st of December 2017” as a release date – rest assured that this is a placeholder date. We don’t plan to keep you waiting for quite that long. :)   Make sure to follow us on Twitter and Facebook for the latest news about theHunter: Call of the Wild on console!   Happy Hunting,   theHunter: Call of the Wild Team
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theHunter: Call of the Wild - Coming to Consoles in 2017!

March 27, 2017
Hello Hunters,   Today marks a special day for everyone here at Expansive Worlds and Avalanche...
Hello Hunters,   Today marks a special day for everyone here at Expansive Worlds and Avalanche Studios. We are very excited and proud to announce that we are working on theHunter: Call of the Wild for Xbox One and PlayStation 4! For the first time ever, players on consoles will be able to enjoy the ultimate hunting experience. To make sure their introduction to the wild is as smooth and enjoyable as it can be, we have created a dedicated in-house team to develop theHunter: Call of the Wild for consoles! The PC team will keep developing the version you’ve all been enjoying. We hope that bringing the wild to a larger audience will allow us to do even more cool stuff long-term. While we won’t be able to answer detailed questions about the console versions at this time, we look forward to sharing more concrete information, as well as the release date with you soon.   We hope that you are as excited about the news as we are. Let us know about it in the official discussion thread on the Steam boards.   Happy Hunting! theHunter: Call of the Wild Team
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THEHUNTER: CALL OF THE WILD CHRONICLES PART 3: A world in constant motion

January 30, 2017
  Hello Hunters,   My name is Stefan and I’m the Community Manager for theHunter. Welcome...
  Hello Hunters,   My name is Stefan and I’m the Community Manager for theHunter. Welcome to the third part of our blogging series about the game development of theHunter: Call of the Wild. Over the next few weeks I’ll be meeting with some of the very talented people who are working on creating theHunter: Call of the Wild. Often, you only see the finished games once they are up on the shelves or on Steam – but what does it actually take to make a game of this scale, and who are the people involved?   Today I met with Robert Pettersson (Animator) to give us some insight on how to bring this world into motion.   robert-profile-final What’s your name and your job on theHunter: Call of the Wild?   My name is Robert Pettersson, I am part of the animation team on Call of the Wild. I create animations for animals, player characters and weapons.   What made you want to become an animator in game development?   Art in general has always been a big part of my life. I was drawing a lot as a kid and being able to make my drawings come to life got me hooked early. In the eighties, when home computers started becoming good enough, the possibility to have a one-man animation studio became a reality. When 3D software became more common, I started experimenting with of course modelling, but also the possibility of creating movement in 3D. I started modding games in the mid-nineties and games became the natural platform where my profession grew on me.     Which projects and games did you work on in the past?   I have had a role at almost all games here at Avalanche Studios and Expansive Worlds. When I started here, the first Just Cause was about halfway finished so I did a bit of work there. After that I did some research and development for Just Cause 2 and naturally worked on the title itself. After that I worked on both Mad Max and Just Cause 3. I even did a bit of work on theHunter: Classic back in the day. There, I worked on the feral hog, so it was nice to get to animate the wild boar in theHunter: Call of the Wild. It was like a little reunion although I'm more satisfied with the result this time around.     In your opinion, what’s the biggest difference to previous projects, working on theHunter: Call of the Wild?   The biggest difference has been that we're using our new engine, Apex. The technology is not everything, but has of course given us more options as developers to create a more realistic experience.  
[embed]https://youtu.be/UJVlR7R65PM[/embed] I have slowed the animation down by 75% so we can see more details of the complex movements the animal goes through. This is one of the 'fleeing' animations in the game.    [embed]https://youtu.be/DuunZfoH37o[/embed] Here we can see a detailed reload animation from within the program Robert uses. He mainly works with Maya and Motionbuilder.    [embed]https://youtu.be/hEJdoeS6wmA[/embed] Here we see a wild boar grazing. Also notable: The models Robert animates do not yet have fur or additional features and details.   
  What does an usual day look like for you on theHunter?   When I get into work, I usually go through my emails and chat a bit with my colleagues. We have our team morning meetings that set the structure for the day's work. We talk about what's working and what needs to be fixed, who's working on what and what's most important at the moment. After that, my days tend to look very different from one to the next. If I'm in the middle of animation production, days are usually spent creating movement on our character rigs and then test it in the game. But days can also be mixed with a bit of problem-solving or breaking down reference material if we're planning a new feature. If we're further along in production, my daily workflow can be about polishing content or fixing something that is broken or need to be changed.   What is your favorite part about theHunter: Call of the Wild so far?   I would say the whole atmosphere and feel of the game. I really like the composition of game assets and features, for example how the terrain and vegetation blends with the wildlife, sound, weather and lighting. It's important to me that the player feels that they are in a living, breathing world that works the way it does, on it's own.   [gallery ids="1015,1017,1016"]   Any advice for people who want to become an Animator in the games industry?   If you really want to become an animator, go for it and know that anyone can learn. The learning curve for animation can be pretty steep so don't set your expectations too high. I would suggest reading a book about animation and start doing some of the simple exercises in there and then repeat them. All the simple ones have a great meaning in the long run when you move onto more advanced character movement or even acting.   If you really understand them, you will have a solid foundation. Also, try different ways of animating and find what is the right method for you. Perhaps you find hand-drawn easier than 3D or want to try a stop-motion or cut-out animation. There are some great apps for smartphones that will get you started. If you're hooked, maybe it's time to apply to a school or online course to help you that extra step? You will need a bit of patience, but it's a very rewarding craft.   Thank you, Robert, for letting us peek into your daily work as an Animator. I think that especially animation is something we often take for granted in games and it is great to see how much work and skill are required to really make a game like theHunter: Call of the Wild come to life.   Cheers, Stefan
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Announcing theHunter: Call of the Wild Release Date and Exclusive Items

January 20, 2017
We’re excited to announce the release date for theHunter: Call of the Wild! The ultimate hunting experience will be available...
We’re excited to announce the release date for theHunter: Call of the Wild! The ultimate hunting experience will be available worldwide on February 16, 2017 for PC via Steam and select retailers.   theHunter: Call of the Wild is the evolution of theHunter Classic, Expansive Worlds’ stand-out hunting game, with over 6 million registered players and 7 years of live operations. As a gesture of appreciation to our incredible community, theHunter Classic players will be able to redeem exclusive items in theHunter: Call of the Wild at no cost.   All theHunter Classic players that have reached a Hunter Score of 50 or more, and/or have purchased a membership at any point, can redeem two exclusive items – the .270 Warden Rifle and the Dry Leaves Ghillie Suit.   Likewise, players of theHunter: Call of the Wild will be awarded a unique weapon in theHunter: Classic, further underlining our commitment to let both games live alongside and complement each other. Both offers are exclusive and time limited. They will be available at launch and expire after the first 90 days post-launch (May 16, 2017) never to be offered again.
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THEHUNTER: CALL OF THE WILD CHRONICLES PART 2: Storytime

January 11, 2017
  Hello Hunters,   My name is Stefan and I’m the Community Manager for theHunter. Welcome...
  Hello Hunters,   My name is Stefan and I’m the Community Manager for theHunter. Welcome to the second part of our blogging series about the game development of theHunter: Call of the Wild. Over the next few weeks I’ll be meeting with some of the very talented people who are working on creating theHunter: Call of the Wild. Often, you only see the finished games once they are up on the shelves or on Steam – but what does it actually take to make a game of this scale, and who are the people involved?   Today I met with Andreas (Game Designer) to talk about mission design, wardens and the player journey in theHunter: Call of the Wild.   andreas What’s your name and your job on theHunter: Call of the Wild? My name is Andreas Wangler and I have worked on the design of the world, placement of world content and items in order build a narrative within Hirschfelden and make it interesting to explore. I have also worked on the missions for theHunter: Call of the Wild and the way they tie in with characters and the wardens that you come in contact with.   What made you want to become a game developer? For me personally, being a Game Designer is a very rewarding position to have. It connects and deals with a lot of things I love in life such as narrative, games, movies and world building. I think that there might not be a better profession out there for me. It didn't strike me right away but I found my way there over the years.   Which projects and games did you work on in the past? At Avalanche Studios I have been involved in the development of Just Cause 2 and Mad Max as well as a few other projects during my 8 year long career in game design.   How does an usual day look like for you on theHunter: Call of the Wild? As a Level Designer, being involved in the creation of missions and narrative, on theHunter: Call of the Wild, there are few days that are the same - and that's what I love about the role I have. You can dig down into writing dialogue and lore one day, doing terrain work and positioning world structures the next day. My job also involves playing the game and communicating with other people on the project about what works well and which parts that need to be improved. I have found that as a Level Designer you are often what we call in Sweden "spindeln i nätet" ("the spider in the web”) meaning that I’m involved in several aspects at any given time.   The Mission and Story design in Call of the Wild is a fairly new feature in the theHunter Universe. What was your vision when creating it? I could spend a lot of time discussing this topic but I will try to keep it brief- most of the time it's good to start out with big visions and that’s what I did. Over time, the vision then becomes more clear and focused, which helps to progress from ideas into actual content. theHunter: Call of the Wild is a hunting game first and foremost, sothe things you are asked to do in the game should not distract from that. But what I think will bring something to the game is of course the fact that the wardens communicate with you, and react to what you do in the game. Also, having characters who contact you through the HunterMate is something that I hope will make players feel more engaged and less ‘alone’ out there in the vast wilderness. It will help to contextualize the world you are moving in and bring more meaning to your actions and achievements.   [gallery columns="2" ids="963,962,964,965"]   What would you say was the biggest challenge and the biggest achievement from your perspective when implementing this new feature? The biggest challenge for me was definitely to build something from scratch. How can you create some kind of narrative in a game about hunting and without meeting other people face to face on a regular basis? It was a fun and very interesting challenge!   What is your favorite part of theHunter: Call of the Wild so far? My favorite part is when you have one of those ‘hunting moments’ in the game where an animal flees and you go on a really long tracking adventure through the beautiful world. That brings me back to those days when I was young, playing games in the woods or just wandering about, picking mushrooms. When nature encloses you - that is something truly magical.   Who is your favorite Superhero and why? Isn't "Animal Man" really cool? I think so. He is also a vegetarian, like me.   Thanks a lot to Andreas for taking time to talk about the Mission design and population of Hirschfelden in theHunter: Call of the Wild.   Cheers,   Stefan
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theHunter: Call of the Wild chronicles part 1: A flourishing world

December 28, 2016
  Hello Hunters,   My name is Stefan and I’m the Community Manager for theHunter. Over the next...
  Hello Hunters,   My name is Stefan and I’m the Community Manager for theHunter. Over the next few weeks I’ll be meeting with some of the very talented people who are working on creating theHunter: Call of the Wild. Often, you only see the finished games once they are up on the shelves or on Steam - but what does it actually take to make a game of this scale, and who are the people involved? Today I met with Frida Thorén (3D Artist) to talk about environment and world design in theHunter: Call of the Wild. I hope you’ll enjoy it!     profile-pic-finished What's your name and your job on theHunter: Call of the Wild?   My name is Frida Thorén. I'm a 3D Artist, focused on environment and more specifically for this project, vegetation and terrain related work.   What made you want to become a game developer? A series of interests and hobbies I think. I've always enjoyed drawing and started studying art in school. At the same time I had an interest for the fantasy genre, in both books, games and movies. That interest led me into concept art. I found all of this awesome artwork from incredible concept artists and I wanted to be a part of creating these fantastic worlds. For me it has always been about the worlds, and as a game artist, working on environments, I get to create just that for other people to experience. It's just a perfect fit for me :)   How does an usual day look like for you on theHunter?   I'm mostly at my desk clicking away on some asset, adjusting the general distribution of vegetation in the game, or looking at reference images. It kind of depends on what stage in the project we are at. At the start there are usually a lot more meetings since this is when we need to get a good idea of the art direction, what we can and can't do and what tech we need. But towards the end of production the Art Department are clear on what needs to be done and then we all can just put our heads down and work individually, more or less.     What's your favorite thing about Hirschfelden?   The fall setting. I loved to work with such a rich color scheme and it gave us lots of good possibilities to create variation in the world.   What was the hardest part in creating Hirschfelden?   The fall setting. Yep it's true, it was both the best and hardest part from an art perspective in the production (if you ask me). As I said it gave us lots of opportunities to create variation and make the environment unique and memorable, but at the same time we had to make sure to visualize the reserve as a whole, ensuring that transitions between different areas of forests felt gradual and fluent, that colors between all vegetation would blend together nicely and of course that the whole picture felt just enough colorful for a fall setting, not overly bright in color but still not too dull.   [gallery columns="2" link="file" size="medium" ids="917,916,918,922"]   How does the creation process of such a vast map look like from a developer perspective - where does one even begin? Well, you have to break it down into parts, therefore it starts with a lot of planning. For example for Hirschfelden we looked at a lot of reference images to start with, to see what kind of vegetation would be appropriate for that specific landscape. Since it is an open world (and a huge one, at that) we also knew that we wanted a good deal of variation to keep the players interested. So we broke the vegetation down into a number of different forests, fields, meadows and so on. Ones we have those planned out it's good to set it all up in the game and this is one area where our engine really shines. It allows us to quickly spread forest, meadows and more over the world. As soon as all is in place, we can easily walk around in the game and see which areas work and which don't. After that it's all iteration, iteration, iteration.   On a scale from 1 - 10, how excited are you to launch Call of the Wild? Of course I am super excited about the launch of theHunter: Call of the Wild - 10!   If you could choose one superpower, what would it be? Flying, definitely! It would help me with my fear of airplanes. :P   Thanks a lot, Frida, for taking the time to give us some insight on your work, thoughts and inspirations. I’m sure I’ll look at some of the details with different eyes when roaming through the beautiful landscape of Hirschfelden in theHunter: Call of the Wild.   Cheers,   Stefan
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theHunter: Call of the Wild Beta News and FAQ

December 6, 2016
Hi Hunters! We have a few great updates for you today, as well as answers to...
Hi Hunters! We have a few great updates for you today, as well as answers to some of your most frequent questions. First of all, thanks for the incredibly warm reception of our Reveal Trailer for theHunter: Call of the Wild earlier this week. It has already surpassed 100 000 views, and keeps increasing at a steady pace. It’s been great to read your comments, see your reaction videos and of course follow all the speculation around the game. Now, a bit of news regarding the Beta. Interest has far exceeded our expectations, and while we feel with everyone who wants a spot but won’t be able to get one, we have taken a few measures to make sure everyone gets the most out of this unique event:
The Beta will be bigger than we initially planned. While we’re not communicating an exact number of participants, we have more than doubled the available spots, due to high demand.
 
We’ve decided to push the Beta two days to wrap up the last few details, and to make sure it runs over the weekend. This should make planning a little easier for all participants, and allowing for more hours played. We’re starting Thursday December 8th at 10 AM CET and ending Sunday December 11th at 5 PM CET. Sign-ups will be available until Tuesday December 6th here.
 
As previously communicated, we will allow unrestricted access to stream or record Beta footage for platforms like Twitch and Youtube. If you happen to miss out on the Beta, this will ensure you’ll still have a chance to see the game in action.
In addition to kicking off the Beta next week, we’re also working hard to create a Gameplay Walkthrough Trailer for next week. We produced the Reveal Trailer to whet your appetite, now we want to show the game, with many of its features, in detail. Keep an eye out for that! Lastly, here are the answers to your most pressing questions. Happy hunting! The theHunter: Call of the Wild Team

FAQ

 
What will be the price and business model?
theHunter: Call of the Wild will be available at launch for $29.99. Please note that this price point may vary slightly depending on your region. The game is a one-time purchase without micro transactions. That said, we think it’s important to support it over time and will add content in the form of optional DLC packages.
Will the draw distance be longer than in theHunter Classic
Oh yes! See for yourself (no pun intended… maybe) during the closed, limited space Beta, or at launch in early 2017.
Is it going to be available on Steam only? Or via a separate game client as well, like theHunter Classic?
  Right now, we’ve announced theHunter: Call of the Wild as a PC release for Steam.  
Where will the official forum be?
  We’re going to keep the Steam forums as our official hunting grounds on the internet.  
Will we see our theHunter Classic stats, names and such transferred to theHunter: Call of the Wild?
  Both theHunter games are part of the same franchise and share a lot of DNA in their dedication to online, open-world hunting, but that’s really where the similarities end. In terms of both content and technology, theHunter: Call of the Wild is completely separate from theHunter Classic in almost every way. It’s built on a brand new engine (Apex - Avalanche Open World Engine), with a different business model, different weapons, different gear, different gameplay and different animals. With that, there will not be any way to transfer anything from one game to the other.  
Why not just move theHunter Classic to the new engine?
  This goes back to the previous answer. While we’d love to - it would certainly make our lives easier - it’s simply not possible for us to just “move” content from one game to another. On the other hand, theHunter: Call of the Wild can only look and feel as good as it does because it’s built from the ground up, using cutting edge tech.  
What are the supported languages?
  All voice content will be in English. In addition, all written content is localized to Russian, French, German, Brazilian-Portuguese, Polish, Czech and Spanish. In Beta, not every line will be translated, but most will be. And in the final game, you’ll be able to enjoy your hunting experience in any of these fine languages. Look at us, all multi-lingual!  
Will theHunter Classic die with the release of theHunter: Call of the Wild?
  No, not even close. theHunter Classic is a separate game from theHunter: Call of the Wild, and as such, they are developed by separate teams. We have a lot of great content planned for 2017 for both theHunter Classic as well as theHunter: Call of the Wild, and can’t wait to share our plans with you! As stated before, we think of these games are complementary to each other, rather than direct competitors. We’ll work on both, and we believe many virtual hunters also will enjoy playing both - as they are quite different from each other.  
Will we be allowed to make videos of the Beta if we are accepted?
  Yes!  
Will my computer be able to run it?
  If your computer meets or exceeds our minimum requirements (and no other weirdness that we can’t control is going on) you should be fine to run it. For the best experience, it would need to meet the recommended specs. Here they are: Minimum: 64 bit OS – Windows 7 Intel i5-2500 Memory 8GB NVidia GTX 660 / ATI HD7870 – 2 GB VRAM Disk Space 20 GB Recommended: 64 bit OS – Windows 10 Intel i7 quad-core Memory 8GB NVidia GTX 760 / R9 270x – 4 GB VRAM Disk Space 20 GB
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Calling All Hunters

November 28, 2016
As a game developer with a long history of both playing and working with the original theHunter game, it’s very...
As a game developer with a long history of both playing and working with the original theHunter game, it’s very exciting (and admittedly, slightly nerve wracking) to finally get to reveal theHunter: Call of the Wild to the public.
I hope that this new game in the theHunter franchise will not replace, but rather expand and complement the original game. With that in mind, I have approached the sequel, next installment or, whatever you want to call it, with great care.
The first time I played the original theHunter was in early 2009, almost a whole year before I had the fortune – or stroke of luck – to join the company that made the game and continue development where a bunch of other people left off.
Working closely together with the community and its dedicated players has been an incredibly interesting, educating and humbling experience over the years. Hard and frustrating at times, but in the end worth every effort. It is my sincere hope that players of the original theHunter will also be able to enjoy this new game and appreciate its slightly different direction, content and purpose.
My motivation as Game Director on this project has been to expand and move the activity of hunting into a larger context to add even greater immersion to the end result. I have always felt that the world of the original theHunter could have contained even more in terms of wildlife and outdoor experiences and hopefully theHunter: Call of the Wild will provide us with more of that platform for future development.
Also, the original game being more of a niche product with a steeper learning curve, I also feel strongly about making this new game accessible to a larger audience – without dumbing things down in the process. After all, hunting wild animals in real life is not easy, and I think this fact is at the very heart and soul of theHunter and what makes it both realistic and immersive.
I will refrain from even speculate on the twists and turns the future development of this game will take and I’m sure it will hold plenty of surprises for everyone involved: developers, players, fans and any other follower.
Thanks for playing!
Peter Johansson, Game Director
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Trailers

theHunter: Call of the Wild for Xbox One and PlayStation®4
theHunter: Call of the Wild - ATV SABER 4x4 Trailer
Layton Lake District hunting reserve trailer
Gameplay Trailer

Screenshots