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Hunt AlmanacShowdown 1896 · Field reference
Method & sources

Where the numbers come from

Nothing on this site was typed in by hand.

Every figure is parsed from the game’s own encrypted data files — livedata.pak and gamedata.pak — for build 2.9.0.41 (Steam build 25344406). The install is only ever opened read-only.

Weapons

A gun’s behaviour lives in layers. Its store card (the metaitem) holds the numbers the game shows: price, slots, drop range, reload. Its engine attributes are resolved by stacking a chain of presets — basic, spread, recoil, sway, the gun’s own preset, melee, field of view — and then applying the weapon’s overrides last. Custom ammo swaps attributes in (a Spitzer round replaces velocity, damage, recoil and reserve) and adds its own deltas to the store card. The engine ledger at the bottom of each weapon page shows the full chain.

Damage is the base projectile damage × 1.3 (the upper-torso multiplier) × pellets, rounded. Falloff comes from each projectile’s damage-distance curve; the game interpolates linearly between keys and holds flat beyond them. Hit zones come from the hunter body-damage table, per damage type. Shotgun figures assume every pellet lands.

Ballistics

Each round flies dead straight until its DropRange, then falls under the weapon’s own GravityZ at its muzzle velocity. Checked against 513 loadouts, that model puts the store card’s “drop range” at a median of 22 cm below the sight line, so the card figure is the point where drop becomes visible. The handful of loads whose engine values contradict their card are re-solved from the card and flagged on the page.

Fire modes

Fanning, levering, dual-wield and second-barrel figures come from the weapon’s …RapidFire, …Dual and …Alternate engine attributes. The shot-pattern drawings apply each kick and the recovery offset between shots; they illustrate the attributes rather than replay the game.

Rankings

Every weapon-and-ammo combination is a loadout. Ranks and percentiles compare a loadout against all others that have that figure, so a Spitzer Berthier competes with a Slug Romero.

History

Patch history is rebuilt by extracting the same data from 67 archived game builds and diffing them. Changes that exist only as internal refactors — a value moving between a preset and an override without changing the result — are hidden.

What is not here

Bullet drop in metres, per-phase reload timing and the exact recoil-recovery curve are computed by the game client at runtime and are not stored as data; where the site draws them, it says what the drawing is based on.

Unofficial fan reference. Hunt: Showdown and all game assets are © Crytek. Built with care in 2026.