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Steam News13 April 20262mo ago

Demo Update — The Hunt Only Deepens from Here

This update focuses on what matters most — how the game feels in your hands. After weeks of refinement by the Next Fest and player feedback, the core systems have been reworked for a tighter, more responsive feel.

In this update2

Full notes

Full Ava Hunt and Thieves of the Lost update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix7 additions23 changes1 removal
  • Gameplay
  • Balance
  • Server
  • Store
  • UI and audio
  • Performance
changedAfter weeks of refinement by the Next Fest and player feedback, the core systems have been reworked for a tighter, more responsive feel. Combat is now more controlled . Movement flows with intent. Every action carries weight — and every step comes at a cost.v0.2.0 (Build 27)
changedAfter weeks of refinement by the Next Fest and player feedback, the core systems have been reworked for a tighter, more responsive feel. Combat is now more controlled . Movement flows with intent. Every action carries weight — and every step comes at a cost.Before we start, special shoutout to the incredible AH community — that's rising stronger every day.
addedAfter weeks of refinement by the Next Fest and player feedback, the core systems have been reworked for a tighter, more responsive feel. Combat is now more controlled . Movement flows with intent. Every action carries weight — and every step comes at a cost.Lighting has been reworked to shape the world — bringing deeper shadows, richer contrast, and a more grounded, cinematic feel, with special focus on in-caves skylights and gloom’s emerging forms, which feel much more alive and vivid. You'll experience that deeper in cave systems with the new extended demo.
changedAfter weeks of refinement by the Next Fest and player feedback, the core systems have been reworked for a tighter, more responsive feel. Combat is now more controlled . Movement flows with intent. Every action carries weight — and every step comes at a cost.Improved weapon handling — following core feedback received by many of the players, recoil at shooting is now smoother, more controlled, and better aligned with gameplay feel. Previously, recoil pushed the aim upward, prioritizing realism over control — now we’ve refined based on player feedback. Here's how it was before:
changedAfter weeks of refinement by the Next Fest and player feedback, the core systems have been reworked for a tighter, more responsive feel. Combat is now more controlled . Movement flows with intent. Every action carries weight — and every step comes at a cost.Now, recoil is more controlled and stable, giving you the precision needed to land consistent and precise shots:
removedAfter weeks of refinement by the Next Fest and player feedback, the core systems have been reworked for a tighter, more responsive feel. Combat is now more controlled . Movement flows with intent. Every action carries weight — and every step comes at a cost.Refined hit reactions — taking damage no longer disrupts aim, before it was realistically simulated, and aim disrupts when Ava's been hit. This change allows for a consistent combat flow asked by plenty of players, as the most important combat polish

Ava Hunt and Thieves of the Lost changes

  • Ancientmap
changedv0.2.0 (Build 27)
changedBefore we start, special shoutout to the incredible AH community — that's rising stronger every day.
addedLighting has been reworked to shape the world — bringing deeper shadows, richer contrast, and a more grounded, cinematic feel, with special focus on in-caves skylights and gloom’s emerging forms, which feel much more alive and vivid. You'll experience that deeper in cave systems with the new extended demo.
changedImproved weapon handling — following core feedback received by many of the players, recoil at shooting is now smoother, more controlled, and better aligned with gameplay feel. Previously, recoil pushed the aim upward, prioritizing realism over control — now we’ve refined based on player feedback. Here's how it was before:
changedNow, recoil is more controlled and stable, giving you the precision needed to land consistent and precise shots:

This update focuses on what matters most — how the game feels in your hands.

After weeks of refinement by the Next Fest and player feedback, the core systems have been reworked for a tighter, more responsive feel. Combat is now more controlled. Movement flows with intent. Every action carries weight — and every step comes at a cost.

v0.2.0 (Build 27)

Before we start, special shoutout to the incredible AH community — that's rising stronger every day.

Lighting has been reworked to shape the world — bringing deeper shadows, richer contrast, and a more grounded, cinematic feel, with special focus on in-caves skylights and gloom’s emerging forms, which feel much more alive and vivid. You'll experience that deeper in cave systems with the new extended demo.

  • Improved weapon handling — following core feedback received by many of the players, recoil at shooting is now smoother, more controlled, and better aligned with gameplay feel. Previously, recoil pushed the aim upward, prioritizing realism over control — now we’ve refined based on player feedback. Here's how it was before:

  • Now, recoil is more controlled and stable, giving you the precision needed to land consistent and precise shots:

  • Refined hit reactions — taking damage no longer disrupts aim, before it was realistically simulated, and aim disrupts when Ava's been hit. This change allows for a consistent combat flow asked by plenty of players, as the most important combat polish

  • A full set of 30 achievements has been carefully crafted to reflect the Ava Hunt game’s world — tied to its lore, story, and the choices you make along the way. A select few are already active in the demo and will carry forward into Early Access and the full game, becoming part of the journey from the very beginning. Overall final amount of achievements to be extended through full release.

  • Combat clarity improvements — better responsiveness across movement and shooting

  • Ammo balance updated — more resources available to support encounters, it's not pure survival, but with players' feedback, much smoother gameplay, which emphasizes story-driven experience.

  • Added controller disconnect handling — where gameplay pauses instantly, when the controller is disconnected, with a clear on-screen notification, same for connecting the controller again, to enable smooth gameplay

  • Improved responsiveness and reliability of player input systems

  • The player camera has been reworked for a more cinematic, deliberate feel. Movement now reads more naturally and smoothly, closer to a movie-like experience, with improved framing and a softer sense of control, focusing third-person cinematic action throughout gameplay.

    Before:

    Updated:

Ava now carries the story with her — visually reflecting the world around her in every detail.

  • Here's how she looks before the world leaves its mark:

Over time, dirt, damage, and environmental wear build up, reinforcing the sense of survival and the weight of every encounter. This art below reflects how she now carries both the encounters, environment, and the light on her:

Advanced dynamic skin luminescence introduced - work in progress, with translucency increased here for demonstration purposes:Steam post image

Stealth kill sounds have been created with various realistic FX, focusing on restrained, muffled reactions. (First early demo doesn't have those effects). This adds a stronger sense of physicality and tension, making each takedown feel more immersive and grounded:

Fire interaction now delivers a fully dynamic burn system — eliminating repetition and introducing layered audio feedback for stronger immersion and immediate player awareness. Previously missing in the early demo, player response to fire is now fully realized.

Also, a completely new low-health restoration system has been introduced — removing instant game over and allowing players to push forward in a critical condition, searching the environment for props to survive.

When Ava’s health falls below a critical level, she enters a vulnerable state marked by heavy breathing, subtle camera shake, and vignette effects — reinforcing the pressure of each encounter and pushing players to seek cover before continuing.

Ava’s movement over ancient stairs has undergone a full overhaul — replacing stiff, unnatural walk with more fluid, grounded motion that elevates both gameplay feel and cinematic immersion.

Before, descending could feel abrupt and slightly like she's falling for moments, breaking immersion:

With the new smooth movement implementation, Ava now transitions naturally over steps,

resulting in a much more grounded, fluid, and cinematic feel while moving downward:

Falling from edges or jumping into the abyss (where possible) has been refined with grounded, realistic audio-visual feedback. In deeper cave sections, vertical spaces turn every mistake into a real threat — tuned for a more immersive, grounded experience.

Last but not least — Ava’s stance has been fully refined. Previously, her posture felt too wide and slightly unnatural, affecting the overall feel of movement. Some of the feedback — while humorous — actually described the early version quite well.

We were aware of it, but waited to address it properly without disrupting the highly sophisticated core animation system. It has now been fully reworked into a more grounded, natural, and cinematic stance.

You may notice the difference in earlier videos above in this post, where it wasn't fixed. The current version should deliver a noticeably more realistic and polished character presence:

Here’s a closer look at Ava’s updated stance and overall character detail. Every element has been refined to feel more grounded and natural. Moving forward, players will be able to customize her appearance, outfits, equipment, and accessories.

Core movement and animation polish are ongoing, with further improvements coming in future updates.

Exploration in the new demo now reaches deeper beneath the surface. What once felt like a glimpse now unfolds into a more complete journey — through ancient passages, tighter spaces, and newly revealed encounters, and more immersion into the full story. The Gloom is no longer a myth. First encounter awaits.

Beyond these updates, multiple layers of polish and optimization have been applied across the entire experience — refining presentation, performance, and gameplay feel to deliver a more stable and responsive experience.

Source

Steam News / 13 April 2026

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