The demo released on 5 October 2026 as a standalone Steam product, separate from the main store page, and it has not been taken down. It went through Steam Next Fest in October, survived the festival's end on 26 October, and the studio has confirmed it stays available.
It is free, it requires no purchase, and it does not expire. The only limit is content.
What the slice contains
| Element | Detail |
|---|---|
| Archetypes | Sheriff and Deadeye, each with a signature weapon, an active ability and passives |
| Hub | Hounds' Camp, with a shop for weapons, abilities, passives and gloves |
| Boss | The Eye Angel, which closes the slice |
| Systems | Sequence shooting, parry shooting, bullet types, Hunter's Vision, the Codex |
| Tutorial | Teaches the two named mechanics, plus a ricochet target at the end |
The camp is the part that makes the demo worth more than a trailer. Buying a weapon, a passive and a pair of gloves is enough to feel how a build changes the loop, which is the question a video cannot answer.
How long it takes
The studio's own figure is one, two, even three hours — a range that reflects how much of Hounds' Camp you engage with rather than how much content there is. A player who pushes straight through the critical path will finish faster than one who experiments with two kits and three weapon purchases.
Budget two hours if you want a real answer about whether the combat suits you. Finishing in forty minutes mostly tells you that you skipped the systems.
What the patches changed
The demo has been hotfixed five times, and the current build is materially different from the launch one:
- Graphics auto-detection was repaired after assigning the Epic preset to low-end machines.
- A field-of-view slider arrived as an experimental option, 75 by default and up to 90.
- Reload speed increased by 10% across every weapon.
- The Codex gained faster open and close, and more reliable targeting up to and beyond 100 metres.
- Enemy aggro and pursuit ranges were adjusted so enemies stop noticing you from too far away.
- A lower-weapon option and a toggle-or-hold aim setting were added.
- A tutorial trap that was hidden in grass was moved, and a scoped rifle was placed near the first campfire.
If you played in the first week of October, the current demo is a different experience.
The speedrun challenge
During Next Fest the studio ran a demo speedrun challenge that opened on 19 October and closed on 3 November with a winner announced. It confirms something useful about the slice: the developers treat it as a complete, timed unit rather than as a fragment.
Getting it
Search the Steam store for the demo listing rather than the main game page — they are separate products, and the demo has its own store entry. Once installed it launches independently of the full game.
Nothing has been announced about carrying progress or purchases from the demo into the full release, so treat it as a tryout rather than as a head start.
What the demo teaches that the trailers cannot
Three things become clear within the first twenty minutes of playing, and none of them come across in footage.
The reload is the fight. Watching a character reload is unremarkable. Doing it while something closes on you is the entire tension of the game, and it either appeals or it does not.
The Codex is a reading commitment. The book is not optional flavour. A player who refuses to open it will find the game arbitrary; a player who reads it will find the game fair. The demo makes that preference obvious quickly.
The pacing is slow on purpose. There is no sprint-and-spray option. If the deliberate rhythm reads as tedious rather than tense, that is a reliable signal about the full game.
What the demo cannot tell you
It cannot tell you how the story holds up, because the slice is a curated fragment rather than the opening chapter. It cannot tell you how builds develop, because the camp shop in the demo is a compressed version. And it cannot tell you how the full game performs on console, because the demo is PC-only.
What it can tell you is whether you want to spend twenty hours in that combat loop. That is the question the free download exists to answer, and it is worth two hours of your time before a pre-order.
How to get the most out of two hours
The demo rewards a specific approach, and the obvious one wastes it.
Do not rush the critical path. The slice's value is in the camp economy, and a player who beelines to the boss finishes without buying anything and without seeing what a build does.
Buy one thing you cannot afford comfortably. The camp shop is where the game's economy becomes legible. Spending everything on the most expensive item teaches you more than three cheap purchases.
Fight the same enemy twice. Once to learn it, once to feel the difference a full Codex entry makes. That difference is the pitch for the full game.
Try both archetypes. They are the only permanent choice in the game, and the demo lets you test them for free. Two short runs with different kits say more than one long run with either.
Leave the field of view alone until the end. Start at the default 75, because that is what the encounters were built around. Try 90 last, and notice how much it changes.
Why the demo exists at all
The studio's own explanation is unusually direct: videos are not enough. The reasoning is that this is a game whose appeal depends on a rhythm that does not survive a thirty-second clip — the wait, the read, the reload. A trailer can show a revolver and a monster; it cannot show the two seconds of hesitation that decide the encounter.
That is also why the demo has been kept alive rather than retired after Next Fest, and why it went through five rounds of hotfixes driven by player reports. For a debut studio, the demo is doing double duty as marketing and as the first round of usability testing.
Still live, still free
Steam Next Fest ended on 26 October 2026. The demo did not: the studio confirmed the build stays downloadable, and it remains the only pre-release way to play.