Compare theHunter: Call of the Wild - Saseka Safari Trophy Lodge prices across trusted key stores and find the best deal. Developed by Expansive Worlds. Published by Avalanche Studios. Released on 2/16/2017. Available on PC. Genres: Adventure, Simulation, Sports.

Push through an opening hour of spooked herds and wind arrows and you get one of the deepest tracking sims on PC, if you enjoy planning a hunt more than firing the shot.

My first two hours on this savanna produced zero animals and one very confident, completely wrong conclusion: the reserve was empty. What was actually happening is that I moved at full pace with the wind at my back, which broadcasts your scent to everything standing in front of you, and I kept walking into open ground where a herd of two dozen animals could see me from four hundred metres out. The tutorial does not sit you down and explain this. It gestures at the wind indicator, hands you a rifle, and leaves. If you quit at that point you would be reacting to the onboarding, not the game. Somewhere around hour three, once I started crouching, checking the wind cone before every move, and treating the treeline as cover rather than scenery, the whole reserve turned from empty to legible. Underneath the safari dressing this is a systems sim about reading a schedule. Every species runs a need cycle: feeding, drinking, resting, each tied to particular zones on the map and particular windows of the in-game clock. Your job is to find fresh tracks, judge how old they are, follow them without putting your scent downrange, glass the brush, and get inside a range your caliber can actually hold. Then you take one shot, because you almost never get a second one. Harvest scoring is the real scoreboard here, and it rewards a clean vital hit with the correct ammunition class while punishing everything else. Bring an underweight caliber to a heavy-bodied animal and your score collapses even if the animal goes down. That one rule reorders the entire session: you pick the species first, then the rifle and ammo, then the route, then the hour of the day you set out. It is a build order in everything but name, and it matters far more than your aim does. Progression is where the numbers-first crowd gets fed. The skill and perk trees split broadly into stalking and ambush approaches, and early on they are meaningfully exclusive, so your first fifty hours contain a real specialisation decision rather than a slow drip toward the same endgame character. Movement noise, spotting range, scent management, and steadying a scope are all things you buy into deliberately. Weapon customisation stacks on top with optics, ammunition types, and calibers matched to animal class, and the trophy lodge gives all that optimisation somewhere to land, since a wall of high-scoring mounts is the only progress bar that really counts once the missions run out. Online co-op is the underrated part. Two hunters working a wind line, one pushing a herd and one waiting at the drinking zone, is the closest this genre gets to a coordinated raid, and it turns a solitary hobby sim into something genuinely social. The complaints are real and worth stating plainly. Onboarding, again, is the biggest one, and a newcomer basically has to learn need zones and ballistics from other players rather than from the game. Mission writing is thin and mostly exists to walk you to a location. The animal AI is usually excellent at scent and sound but occasionally does something indefensible, like a herd bolting at nothing or a lone animal pathing straight through terrain you swear you cleared. The catalogue of add-on content is enormous and fragmented, which makes working out what you actually own and where you can hunt more confusing than it should be. And the mod scene is close to nonexistent compared with the strategy and sim titles I usually cover, so the systems you get on day one are the systems you keep. Here is why I would still call a game with a 200-hour tail beginner friendly: the difficulty is entirely front-loaded into knowledge, not execution. There is no reflex ceiling, no build you can permanently ruin, no timer telling you to hurry. Learn four things (wind direction, crouch discipline, need zone timing, caliber matching) and the game opens completely. Everything after that is optimisation you choose to do. Come in expecting a shooter with animals in it and you will bounce inside an hour. Come in expecting a slow, quiet planning game where the shot is the reward rather than the activity, and this is one of the few sims that keeps giving me new problems to solve hundreds of hours later. Diego, Scout Team

theHunter: Call of the Wild - Saseka Safari Trophy Lodge

theHunter: Call of the Wild - Saseka Safari Trophy Lodge

Feb 16, 2017Expansive WorldsAvalanche Studios
GamerScout Says

Push through an opening hour of spooked herds and wind arrows and you get one of the deepest tracking sims on PC, if you enjoy planning a hunt more than firing the shot.

PC
Best Price Available
€1.38-65%
at YuPlay
Lowest tracked: €1.38
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GamerScout Verdict

Best for patient sim players who plan a hunt like a build order; skip it if you want a shooter with animals in it.

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€1.38-65%
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€3.79-5%
Priced in EUR by the store
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StandardEurope (EU)Steam KeyKey
€3.99
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Price History

Lowest tracked
€1.3827 Aug 2026
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Screenshots & Media

Screenshot

About theHunter: Call of the Wild - Saseka Safari Trophy Lodge

My first two hours on this savanna produced zero animals and one very confident, completely wrong conclusion: the reserve was empty. What was actually happening is that I moved at full pace with the wind at my back, which broadcasts your scent to everything standing in front of you, and I kept walking into open ground where a herd of two dozen animals could see me from four hundred metres out. The tutorial does not sit you down and explain this. It gestures at the wind indicator, hands you a rifle, and leaves. If you quit at that point you would be reacting to the onboarding, not the game. Somewhere around hour three, once I started crouching, checking the wind cone before every move, and treating the treeline as cover rather than scenery, the whole reserve turned from empty to legible. Underneath the safari dressing this is a systems sim about reading a schedule. Every species runs a need cycle: feeding, drinking, resting, each tied to particular zones on the map and particular windows of the in-game clock. Your job is to find fresh tracks, judge how old they are, follow them without putting your scent downrange, glass the brush, and get inside a range your caliber can actually hold. Then you take one shot, because you almost never get a second one. Harvest scoring is the real scoreboard here, and it rewards a clean vital hit with the correct ammunition class while punishing everything else. Bring an underweight caliber to a heavy-bodied animal and your score collapses even if the animal goes down. That one rule reorders the entire session: you pick the species first, then the rifle and ammo, then the route, then the hour of the day you set out. It is a build order in everything but name, and it matters far more than your aim does. Progression is where the numbers-first crowd gets fed. The skill and perk trees split broadly into stalking and ambush approaches, and early on they are meaningfully exclusive, so your first fifty hours contain a real specialisation decision rather than a slow drip toward the same endgame character. Movement noise, spotting range, scent management, and steadying a scope are all things you buy into deliberately. Weapon customisation stacks on top with optics, ammunition types, and calibers matched to animal class, and the trophy lodge gives all that optimisation somewhere to land, since a wall of high-scoring mounts is the only progress bar that really counts once the missions run out. Online co-op is the underrated part. Two hunters working a wind line, one pushing a herd and one waiting at the drinking zone, is the closest this genre gets to a coordinated raid, and it turns a solitary hobby sim into something genuinely social. The complaints are real and worth stating plainly. Onboarding, again, is the biggest one, and a newcomer basically has to learn need zones and ballistics from other players rather than from the game. Mission writing is thin and mostly exists to walk you to a location. The animal AI is usually excellent at scent and sound but occasionally does something indefensible, like a herd bolting at nothing or a lone animal pathing straight through terrain you swear you cleared. The catalogue of add-on content is enormous and fragmented, which makes working out what you actually own and where you can hunt more confusing than it should be. And the mod scene is close to nonexistent compared with the strategy and sim titles I usually cover, so the systems you get on day one are the systems you keep. Here is why I would still call a game with a 200-hour tail beginner friendly: the difficulty is entirely front-loaded into knowledge, not execution. There is no reflex ceiling, no build you can permanently ruin, no timer telling you to hurry. Learn four things (wind direction, crouch discipline, need zone timing, caliber matching) and the game opens completely. Everything after that is optimisation you choose to do. Come in expecting a shooter with animals in it and you will bounce inside an hour. Come in expecting a slow, quiet planning game where the shot is the reward rather than the activity, and this is one of the few sims that keeps giving me new problems to solve hundreds of hours later.

Diego
Diego · Scout Team

Strategy & simulation

Tags

auto-admittedRealistic Hunting SimAfrican Safari SettingTrophy HuntingWind & Scent MechanicsSkill Tree ProgressionAnimal AI BehaviorLong-Range BallisticsCo-op HuntingWeapon CustomizationTracking SimNeed Zone CyclesHarvest ScoringAmmo Class MatchingSlow-Burn PacingOpen Reserve SandboxFront-Loaded Learning CurveDLC-Heavy Catalogue

System Requirements

Minimum

Processor
Intel i3-4170
Memory
4 GB RAM
Graphics
NVIDIA GTX 660 / ATI HD7870 - 1GB VRAM
Storage
60 GB available space

Recommended

OS
64bit OS - Windows 10
Processor
Intel i7 Quad Core
Memory
8 GB RAM
Graphics
NVidia GTX 760 / R9 270x - 4GB VRAM
Storage
60 GB available space

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Reviews & Ratings

Steam
89%(202,034)

Game Info

Developer
Expansive Worlds
Publisher
Avalanche Studios
Release Date
Feb 16, 2017

Features

Single-playerMultiplayerCo-opOnline Co OpSteam AchievementsFull controller supportIn App PurchasesSteam Cloud+1 more

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Frequently asked questions about theHunter: Call of the Wild - Saseka Safari Trophy Lodge

How much does theHunter: Call of the Wild - Saseka Safari Trophy Lodge cost?

As of 1 September 2026, the cheapest in-stock offer for theHunter: Call of the Wild - Saseka Safari Trophy Lodge is €1.38 at YuPlay, out of 3 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy theHunter: Call of the Wild - Saseka Safari Trophy Lodge cheapest?

The lowest in-stock price we track for theHunter: Call of the Wild - Saseka Safari Trophy Lodge is €1.38 at YuPlay (1 September 2026). We compare 3 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is theHunter: Call of the Wild - Saseka Safari Trophy Lodge available on?

theHunter: Call of the Wild - Saseka Safari Trophy Lodge is available on PC.

When was theHunter: Call of the Wild - Saseka Safari Trophy Lodge released?

theHunter: Call of the Wild - Saseka Safari Trophy Lodge was released on 16 February 2017.

Who developed theHunter: Call of the Wild - Saseka Safari Trophy Lodge?

theHunter: Call of the Wild - Saseka Safari Trophy Lodge was developed by Expansive Worlds and published by Avalanche Studios.