Blood Hunt

| Entry | Ticket + transponder (both consumed) |
|---|---|
| Loadout | Empty kit |
| Structure | Four phases, bleed accelerates |
| Loot | Boss kills drop crates |
| Mutators | Yes |
| Difficulty | ★★★★★ |
What Is It?
The hardest mode in BossRush. You're bleeding out from the moment you enter. Killing Bosses is your main sustain tool, but not your only support option. Survive four escalating phases and evacuate before you bleed dry. Good luck.
Entry
- Naked — no equipment
- BossRush Ticket + Bloodhunt Transponder (both consumed)
- No Banner (otherwise you enter Faction War)
Four Phases
- Preparation (180s, 1%/sec bleed) — Loot, kill early Bosses, set up fortifications
- Bounty (180s, 1.5%/sec) — Bounty list generated; hunt marked Bosses for big rewards
- Hunt Surge (180s, 2%/sec) — All Bosses go on full assault. Kill or die
- Extraction (unlimited, 3%/sec) — Extraction point spawns far away. Run. Now.
Bleed is true damage based on your initial max HP. Armor won't help.
Bounty System
When the Bounty Phase begins, all surviving Bosses get marked.
Bounty Marks
- Kill a bounty Boss → you get +1 Mark
- Bosses that kill each other inherit victim's Marks + get stat bonuses (+5% HP/damage per mark)
- Most-marked entity = Bounty Leader, prioritized by other Bosses
Bounty Radar
When a bounty target moves off-screen, the radar pins it to a safe screen edge:
- Red-orange rings track up to the 5 nearest regular bounty targets
- A separate gold ring tracks the Bounty Leader with a LEADER label and pulse
xNinside the ring is its mark count; a direction arrow and distance label show where to move- The edge marker disappears when the target returns on-screen
- The radar hides while the full map or another interaction screen is open
Kill Rewards
- Regular Boss: Heal 30% of your entry max HP, max HP +4% of entry max HP
- Bounty Boss: Heal 45% of entry max HP, plus 5% per extra mark up to 60%; max HP +4% of entry max HP per mark (at least one), plus extra high-quality drops
- Kill drops: 1 Cover Pack per kill / 1 Repair Spray per 3 / 1 Roadblock per 10 / 1 Barbed Wire per 20
Bounty Boss drops = additional high-quality items equal to its mark count.
Bloodfire Overload
- Run-only max-HP growth caps at +50% of entry max HP, so total max HP cannot exceed 150% through this mechanic; at +4% per kill that cap is reached in roughly 13 regular kills
- Growth earned past that cap becomes
0–100Bloodfire charge: each regular kill adds 8 charge, so about 13 more kills fill the gauge (roughly 25 kills to the first Overload) - At full charge, a 15-second Overload starts automatically: gun and melee damage +40%, movement speed +15%, but Mode F bleed ×2 and you immediately receive the Burn Buff
- Killing a Bounty Boss during Overload adds 3 seconds, up to 24 seconds remaining; a completed Overload leaves 25 charge
- Player-head bubbles report charge, extensions, and Overload entry; phase broadcasts show charge or remaining Overload time
Late-game power now becomes a dangerous damage window instead of unlimited passive durability.
Arena NPCs
All three present:
Awen — Storage & retrieval, plus Sweep Lootfor fast cleanup of tracked BossRush lootboxes in the current scene
Dingdang — Reforge & shop
Yuori — Healing
Mystery Merchant
Also spawns in Blood Hunt with categorized shops + Repair option + Sell All button.
Fortifications
4 deployable items:
- Foldable Cover (250 HP) — Light cover, most common
- Reinforced Roadblock (500 HP) — Heavy barricade, very tough
- Barbed Wire (200 HP) — Slows enemy advance
- Repair Spray — Fixes nearest friendly fortification within 3m, restores 25% max HP
Deploy where your mouse points. Can't overlap, can't clip into scenery. Failed deployment refunds the item. Start with 1 free Cover Pack.
Boss Behavior by Phase
- Preparation — Free roam, no pursuit
- Bounty — Chase the Bounty Leader
- Hunt Surge — All Bosses chase YOU. Unmarked +50% move speed
- Extraction — All chase you. All +50% speed. Unmarked +100% speed
Dead Bosses auto-replaced with new ones.
Extraction
- Point spawns far from you
- Stand in it for 15 seconds to evacuate
- Reward: 1 high-quality item per Bounty Mark you hold
Win / Lose
- Win: Evacuate during Extraction
- Lose: Die (bleed, Boss attacks, hubris)