Progression
Ten levels and three choices
You are buying specialization, not a bigger hammer.
Progression is deliberately simple. There is no sprawling skill tree, no connected-node board, and no separate currency you have to farm before an upgrade will switch on.
Every Hunter and every Prey has a ten-level Character Mastery track, one signature ability, one base passive, and three upgrade tiers.
Account level
Overall participation across every character and both roles.
Profile cosmetics, banners, titles and milestone rewards. No combat bonuses, ever.
Character level
Experience with the specific character you played.
Ability tiers, allocation points, character cosmetics and build presets.
Hidden rating
Estimated skill, tracked separately for Hunter and Prey.
Used to pick your opponents. It unlocks nothing.
Upgrades
Three tiers, one card from each
Tier 1
Efficiency
Activation speed, cooldown, duration, resource cost. The basic properties of your ability.
Tier 2
Utility
Team assistance, information, resource conservation. Something tactical beyond yourself.
Tier 3
Specialization
An aggressive, stealth, or team-support version of what you already do.
Each tier offers three cards and you take one from each, so three choices produce twenty-seven combinations without a board to navigate.
You can change any unlocked choice between matches and save multiple builds. Nothing is locked in by a respec cost.
A mastered character is meaningfully better and deliberately not overwhelming. Leveling buys you specialization, not a bigger hammer.
Attributes
How you round out a character
| Attribute | As Prey | As Hunter |
|---|---|---|
| Endurance | Longer sprinting and faster stamina recovery. | Longer sprinting and faster stamina recovery. |
| Strength | Faster barricading and breaching, and modest defensive interruptions. | Faster barricade breaking, and more effective carrying of captives. |
| Technical | Faster computer, electrical and vehicle work. | Faster power restoration and security work. |
| Composure | Quieter breathing, faster recovery from fear and exertion. | Faster stun recovery and less interaction disruption. |
| Luck | A chance of bonus ordinary supplies when searching. | Bonus supplies from designated Hunter caches. |
Luck can hand you an extra bandage. It never decides whether a required key or escape component exists. Essential resources are guaranteed by map validation, not by a roll.
After the match
Broadcast awards
Losing the Broadcast does not mean you played badly, and the post-match screen is built to prove it.
You see the result, then public awards, then a private report of what you personally did, then progression, and finally you get to commend someone.
Prey awards
- Lifeline
- Completed the most difficult rescues.
- Ghost
- Spent the longest time near Hunters without being detected.
- Wayfinder
- Discovered the most active and inactive exits.
- Decoy
- Pulled Hunters away while teammates worked.
- Contraband
- Recovered the most important hidden items.
- Last Chance
- Completed a critical action with the team nearly lost.
- No One Left
- Went back for someone instead of escaping alone.
- Against the Odds
- Escaped after being captured more than once.
Hunter awards
- Bloodhound
- Located the most concealed Prey.
- Gatekeeper
- Prevented the most escape attempts.
- Interruption
- Stopped the most objectives just before completion.
- Collector
- Captured every unique Prey at least once.
- Territorial
- Held effective control of an important area.
- Perfect Setup
- Traps or surveillance directly caused multiple captures.
- The Host's Favor
- The largest overall contribution to the hunt.
- No Way Out
- Personally stopped the last Prey from getting out.
Commend a teammate
- Great Teammate
- Great Callouts
- Clutch Play
- Fearless
- Mastermind
Public awards only ever recognize positive contributions. There is no worst player, no most captured, no least useful.
Detailed personal statistics default to private, so they inform you without becoming a tool for blaming a teammate.
Awards have to come from actions that genuinely affected the match, and the bonuses they carry are capped so nobody abandons the objective to farm them.