Hunter
Slip behind patrolling guards and take them out, without stepping into a vision cone.
How to play Hunter
You are the bright dot. Move by tapping or clicking a spot to walk there, or with the WASD / arrow keys. Each guard sees only inside its faint triangular vision cone, which points the way it faces and is blocked by walls. Reach a guard from outside its cone to eliminate it instantly. If you step into a cone while the guard is looking your way, a ! appears and after about half a second it fires and you are caught. Time the patrols, hide behind walls to break line of sight, and clear every guard to advance. There are 12 levels of rising difficulty.
Watch first, move second
The worst habit you can bring into Hunter is motion. New players start walking the moment a level loads, meet a vision cone mid-sweep, and restart without learning anything. Do the opposite: spend the first ten seconds standing still. Guards walk fixed routes and turn on a rhythm, so every room is a machine with a cycle, and once you have watched one full loop you know when each corridor opens and closes. The gap you are looking for is the moment a guard faces away from your path, or a cone swings behind a wall. Move on the gap, stop, and watch again. Stealth here is less about sneaking and more about scheduling.
The cone is the whole game
Every guard sees only inside a faint triangular cone pointing the way it faces. Outside that cone you are invisible, no matter how close you stand, which turns each level into a geometry problem. Reach a guard from any angle its cone does not cover and it is eliminated on the spot. The safest angle is directly behind, where the cone can never point, so the real skill is working your way around to a guard's back rather than approaching the front and hoping. Distance does not dull the cone either: deep inside it near the wide end you are just as seen as up close. Only angle and walls hide you. You move by tapping or clicking where you want to walk, or with WASD and the arrow keys. Prefer short hops to one long click, because a long walk commits you across open ground while the cones keep sweeping, and half the danger in this game is being mid-stride somewhere you chose four seconds ago.
Walls, and the half-second of grace
Cones are blocked by walls, exactly like real line of sight, so every corner casts a safe shadow you can hide in and move through. Use walls to cross a guard's field of view unseen and to break contact when a patrol turns your way. If you do slip, there is a small mercy: step into a cone while the guard is looking and a warning mark appears, and only after about half a second does it fire. That is just enough time to duck back behind cover if you react instantly. Treat it as a fire alarm, not a plan. Players who lean on the grace window die exactly half a second later than players who do not.
Pick your order
Rooms with several guards are sequencing puzzles. Suppose one guard patrols a corridor while a second stands still with its cone covering that same corridor. You cannot take the walker, because the watcher would see it happen. The move is to slip around behind the watcher first, through the shadow of a wall, and remove the eyes; the corridor then belongs to you, and the walker dies on schedule. As a rule, take the guard who watches the space you need before the guard who walks through it, and when two cones cover each other, wait for the point in the cycle when one of them turns away. That moment always exists. The designers put it there, and finding it is the level. It pays to plan the whole room before the first takedown, last guard first, because removing a guard changes nothing about the cones that remain.
Twelve rooms, and a long tradition
There are 12 levels, and the later ones layer in more guards and tighter routes until you are threading between overlapping sweeps one careful step at a time. Restarts are quick and rooms are short, so treat deaths as scouting: every failed run buys you a piece of the patrol map. The vision cone itself has a pedigree. Stealth games grew up with Metal Gear in 1987, and the cone became something players could actually see in the late 1990s, when games like Commandos and Metal Gear Solid drew each guard's sight on the map and let you plan around it. Hunter strips the idea to its bones, a dot, some walls, and triangles you must not touch, which is why it feels less like an action game and more like a puzzle where the pieces are looking for you.
Hunter leaderboard
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Hunter: frequently asked questions
How do I move my character?
Tap or click anywhere on the field and your dot walks to that spot, or hold WASD / the arrow keys for direct control. Movement is blocked by the dark walls, so plan routes around them.
How do I take out a guard?
Get close to a guard while standing outside its vision cone (approach from the side or behind) and it is eliminated instantly. You never have to fight; it is all about the angle of approach.
What happens if a guard spots me?
If you enter a cone while the guard faces you, an alert marker appears and after roughly half a second the guard fires and you die. Break line of sight behind a wall or back out of the cone before the timer runs out to survive.
How many levels are there and how is my score kept?
There are 12 handcrafted levels with more guards and trickier patrols as you go. Your best is the furthest level you have reached, and it is saved to the leaderboard.
How do the guards see me?
Each guard has a faint triangular vision cone pointing the way it faces. You're only spotted inside that cone, so staying outside it (ideally directly behind the guard) keeps you invisible however close you are.
How do I eliminate a guard?
Reach it from outside its vision cone and it's taken out instantly. Approaching from behind is safest, since the cone can't cover the guard's back.
What happens if I step into a cone?
A warning mark appears and, after about half a second, the guard fires and you're caught. That brief delay gives you a chance to duck back out of sight, but it's not something to rely on.
How do walls help?
Walls block vision cones just like real line of sight, so you can hide behind them and cross a guard's field of view in their shadow. They're the main tool for breaking contact.
How many levels are there?
Twelve, rising in difficulty. Later levels add more guards and tighter patrol routes, so you're threading between several overlapping cones at once.
Which guard should I take out first?
The one whose cone watches the space you need, not the one who happens to be closest. Removing the watcher opens the route for everything after it. Plan the room backwards from the last takedown, and when two guards cover each other, wait out the patrol cycle until one turns away.
Is Hunter free to play?
Yes. Hunter is completely free on Inkplay, with no download, no sign-up, and no in-game purchases. Open the page and play instantly on desktop or mobile.
Can I play Hunter unblocked?
Yes. Hunter runs entirely in your browser with no download, install, or plugins, so it loads instantly and keeps working even on school or work networks where bigger game sites get blocked.
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