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Mistfall Hunter Launches on Xbox with a Day One Game Pass Slot

Mistfall Hunter, Bellring Games' extraction ARPG, launched on Xbox Series X|S and PC with a Day One Game Pass slot and a 10 percent launch discount.

Mistfall Hunter key art: an armored blonde hunter in profile and a hooded figure with a blue lantern amid ghostly foes
Credit: Skystone Games

Mistfall Hunter, the dark fantasy extraction ARPG from developer Bellring Games, launched July 29 on Xbox Series X|S and Xbox on PC, arriving as a Day One addition to Xbox Game Pass.

According to Xbox, the Standard Edition of Mistfall Hunter costs $24.99 and the Deluxe Edition costs $39.99, and both are discounted 10 percent through August 12 at 10 a.m. PT as a launch promotion; the Deluxe tier adds a Forsaken Skeleton outfit, a Shipwreck Coast background, and 2,500 in-game Fate Coins.

In Mistfall Hunter, players take on the role of a Gyldhunter in Weavereach, a world Bellring Games describes as shattered after its gods died and overrun by a corrupting force called the Gyldenmist. Runs revolve around harvesting a resource called Gyldenblood from ruins guarded by Corroded monsters and rival Gyldhunters, then reaching an extraction point before dying strips a hunter of everything looted. Six playable classes each carry two weapon stances that can be swapped mid-fight, and hunts can be run solo or in three-player squads.

Bellring Games is running the game on a season structure tied to a narrative device it calls the Web of Fate, with new zones, classes, and story beats added as the community collectively banks Gyldenblood. The developer says the game carries no pay-to-win mechanics or paid stat boosts, positioning it against a genre where cosmetic-only monetization is the exception rather than the rule.

The Xbox release follows an open beta Bellring Games ran for Mistfall Hunter across Xbox Series X|S and PC in June, which tested a new class and a bleached-forest map ahead of launch. Landing day one in Game Pass gives an extraction ARPG, a genre that typically lives or dies on how long players stick around, a built-in subscriber base to test that retention against from week one.

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Ryan Doyle

Ryan Doyle covers the games industry for techshooked, from engine releases and graphics hardware to streaming, creators, and esports. He writes comparison-anchored, testing under documented conditions and explaining what a frame-rate or latency figure means for the people actually playing.