Guerrilla Games Enters the Co-op Action Arena with Horizon Hunters Gathering
When you think of Guerrilla Games, you think of massive single-player adventures. The studio built its reputation on the Horizon series—first with Aloy's solitary journey across a machine-infested world in Horizon Zero Dawn, then expanding that universe in Horizon Forbidden West. But something changed at Guerrilla. The studio looked at its own legacy and decided to do something bold: bring cooperative hunting into the Horizon universe.
Horizon Hunters Gathering isn't a sequel or a traditional spin-off. It's a completely different take on what makes Horizon compelling. Instead of hunting machines alone, you're hunting them with two friends. Instead of an open-world narrative campaign, you're tackling tactical missions that demand precision, teamwork, and split-second decision-making. This is Guerrilla's answer to the co-op action games that have dominated gaming culture over the past few years.
The announcement caught the gaming world off guard. While PlayStation and Guerrilla have been quiet about major franchise announcements, dropping a brand-new multiplayer-focused Horizon experience signals something important: the studio isn't done experimenting. They've proven they can make incredible single-player experiences. Now they're proving they understand cooperative gameplay too.
What's most interesting is the positioning. Horizon Hunters Gathering isn't trying to replace the single-player Horizon games. It exists alongside them, expanding the universe in a direction fans weren't expecting. The narrative will be canon to the broader Horizon story, which means this co-op experience doesn't exist in some alternate universe—it's part of the main timeline. That's a bold move that adds weight to what you're experiencing.
The game launches on PlayStation 5 and PC, with a playtest available through the PlayStation Beta Program. There's no release date announced yet, but Guerrilla is already building momentum. The studio has been testing this internally for months, gathering feedback, and iterating on design. They're not rushing this. That's refreshing in an industry where co-op games often launch broken and get fixed later.
So what exactly is Horizon Hunters Gathering? Why should Horizon fans care? And what does this mean for the future of the franchise? Let's dig in.
TL; DR
- New Co-op Experience: Horizon Hunters Gathering is a 3-player tactical action game developed by Guerrilla Games, marking the studio's first major cooperative multiplayer title.
- Tactical Gameplay: Combat emphasizes skill-based, reactive mechanics with team play dynamics, building on the precision combat that defines the Horizon series.
- Two Game Modes Available: Machine Incursion (wave-based missions with boss battles) and Cauldron Descent (multi-stage trials with escalating challenges) playable in early access.
- Canon to Horizon Universe: The game features a narrative campaign that's fully canon to the Horizon timeline, with new stories and character arcs alongside multiplayer content.
- Playtest Coming Soon: Early access available through PlayStation Beta Program on PS5 and PC, with no official release date announced yet.


Horizon Hunters Gathering is confirmed for PlayStation 5 and PC, with potential future availability on Xbox. Estimated data based on current announcements.
What Exactly Is Horizon Hunters Gathering?
Horizon Hunters Gathering is a cooperative action game built specifically for three players. You team up with two other hunters, each bringing different weapons, abilities, and playstyles to the fight. The core loop is simple: you hunt machines, complete objectives, gather resources, and prepare for bigger challenges. But like most well-designed co-op games, the depth comes from how those simple mechanics interact with teamwork.
Guerrilla's game director Arjan Bak described the combat as "tactical, reactive, and deeply skill-based." That language is important. It tells you this isn't a button-mashing experience where you brute-force your way through waves of enemies. This is methodical, strategic combat where positioning matters, timing matters, and who's attacking which target matters. Your three hunters need to work in concert, or you get overrun.
The game features a social hub called Hunters Gathering—basically where you hang out between missions. You customize your hunters, manage your gear, connect with other players, and prepare for the next hunt. It's reminiscent of how games like Darktide or Deep Rock Galactic handle pre-mission prep, except tied to the Horizon universe's aesthetic and lore.
Each hunter has distinct motivations and personal struggles. They're not just cosmetic variations—they have stories. Bak confirmed these narratives tie into the broader Horizon universe, adding character depth beyond what multiplayer games typically offer. You're not playing faceless soldiers. You're playing hunters with actual reasons to be hunting machines.
The Gameplay Philosophy: Tactical Precision Meets Team Coordination
Guerrilla's track record with tactical gameplay runs deep. The studio created Killzone, a franchise built on tight, responsive first-person shooting. They've been designing multiplayer mechanics since the early 2000s. So when Bak says Horizon Hunters Gathering's combat builds on "tactical precision" from the single-player Horizon games while adding team dynamics, he's drawing from two decades of multiplayer design experience.
What does that mean in practice? The Horizon games already demand precision. You can't just run at a Thunderjaw and expect to win. You need to exploit weaknesses, use the environment, manage your resources, and time your attacks. Guerrilla is essentially taking that system and layering cooperative mechanics on top.
Now imagine three hunters doing that simultaneously, each with different weapon loadouts and abilities. One hunter might be a melee-focused combatant, drawing aggro and controlling space. Another might be a ranged specialist, hitting weak points from distance. A third could be a support-focused hunter, deploying buffs, heals, or crowd control. The tactical depth multiplies.
This is where the "tactical" part becomes critical. You can't just bring whatever you want to every fight. Different machine types require different approaches. Different hunters have different strengths. You need to actually think about your team composition, your gear setup, and your strategy before dropping into a mission. That preparation phase matters as much as the execution phase.
The combat itself is reactive. That means you're not following a preset pattern. Machine behavior changes based on what you're doing. If you focus fire on one target, other machines respond. If you're aggressive, you get punished. If you hang back passively, you lose momentum. It's a living system that rewards adaptation and punishes rigid thinking.


Estimated data suggests PS5 holds the largest share due to its massive install base and first-party title benefits, while PC captures a significant portion with high-end hardware appeal. Xbox is expected to join later, potentially increasing its share.
Machine Incursion: Wave-Based Intensity and Boss Encounters
Machine Incursion is the first major game mode revealed for Horizon Hunters Gathering. It's designed as a "high-intensity mission-based mode" where your team battles waves of machines culminating in a boss fight. This is the familiar format that wave-based co-op games use, but Guerrilla is implementing it with the Horizon universe's specific flavor.
In a typical playthrough, you'd probably spend 15-25 minutes in Machine Incursion. You start with limited resources. Waves of machines come at you—maybe starting with small reconnaissance machines, then ramping up to more dangerous types. Each wave is slightly different, forcing you to adapt. The difficulty scaling ensures early waves serve as a warm-up, middle waves test your team coordination, and final waves push you to the limit.
Then the boss appears. This is where everything you've practiced comes together. The boss machine is probably a Thunderjaw, a Tallneck, or something equally massive and dangerous. It has multiple weak points. It has attack patterns. It probably summons smaller machines to assist it. Defeating the boss isn't about overpowering it—it's about executing a coordinated strategy while managing adds, positioning, and resource management.
The rewards at the end of Machine Incursion matter too. You're not just earning experience or currency. You're gathering components, unlocking new gear, discovering new weapon blueprints, and working toward longer-term progression goals. Every successful hunt feeds back into your ability to tackle harder content.
What makes this different from something like Deep Rock Galactic is the Horizon universe's complexity. Machines have distinct behaviors rooted in the lore and world design. A Frostclaw doesn't fight like a Scrounger. A Shellwalker doesn't move like a Longlegs. Guerrilla's machine design gives each enemy type a distinct personality, which means each wave-based mission requires different tactics.
Cauldron Descent: Multi-Stage Trials and Escalating Challenges
If Machine Incursion is the "sprint," Cauldron Descent is the "marathon." This mode features multiple stages you progress through sequentially, with challenges that escalate in difficulty and complexity. Each stage might be 5-10 minutes, meaning a full Cauldron Descent run could take 45 minutes to over an hour depending on difficulty and your team's skill.
The design philosophy seems borrowed from roguelike systems. You progress through rooms with varying challenges. Some rooms have direct machine combat. Others are platforming segments or environmental puzzles. Some rooms have optional objectives that offer big rewards if you complete them—extra gear, permanent buffs, weapon modifications. You're making decisions as you progress: Do we risk going for that hidden reward, or play it safe?
What makes Cauldron Descent genuinely interesting is the "push Hunters to their limits" language. This isn't just combat difficulty ramping. This is psychological difficulty. Late-stage Cauldron Descent probably means you're running on fumes—low health, depleted resources, carrying damaged gear because you haven't had time to repair. You're making mistakes because you're tired. Your team coordination is fracturing because everyone's stressed. But you push forward because you're close to the end.
That's where the real tension comes from. It's not just "this machine hits hard." It's "we have five more rooms and we're barely functional." Games like Hades and Returnal built their appeal on exactly this feeling, and Guerrilla seems to understand that dynamic.
The multi-stage format also means there's something for everyone. Casual players might attempt Cauldron Descent on lower difficulty and get defeated at stage three, still feeling like they accomplished something. Hardcore players chase perfect runs, where they clear all stages without taking damage, with all optional objectives completed, using self-imposed restrictions. That's longevity built into the mode design.

Hunter Roster and Playstyle Diversity
Guerrilla confirmed that Horizon Hunters Gathering will launch with multiple hunters to choose from, each with "distinct melee or ranged playstyles and weapons." This is the foundation of team composition depth. You're not just picking a color variation—you're picking a fundamentally different way to approach combat.
Consider what we know about Horizon's combat systems. The single-player games feature dozens of different weapons—bows that use different ammo types, slings, launchers, trip wires, traps, and more. Hunters Gathering will probably consolidate some of that variety into distinct hunter archetypes while still maintaining weapon flexibility.
You might have a Hunter who specializes in heavy weapons and melee combat. Another who excels with precision ranged weapons and exploiting weak points. A third who focuses on support abilities, deployables, or crowd control. Maybe there's a rogue-focused hunter who uses stealth and positioning. A tank-like hunter who can absorb punishment. A burst-damage specialist.
The fact that Guerrilla mentioned "select roles offering a rogue-lite perk system" is interesting. This suggests some hunters (or hunter builds) offer randomized perks or modifications that you can stack during a run. Pick a rogue-focused hunter, and you might unlock perks like "increased critical damage," "stealth cooldown reduction," or "mobility boost." This adds variance to each run and encourages experimenting with different builds.
Hunter personalization happens in two places: mechanical (which hunter you pick and what perks/gear you equip) and narrative (understanding why each hunter is hunting, what they want, what they fear). Bak emphasized that each hunter has personal struggles and motivations. That's a level of depth many co-op games skip, but it makes the experience feel richer.

Deep Rock Galactic and Monster Hunter: World lead in popularity among co-op games, setting a high bar for Horizon Hunters Gathering. (Estimated data)
The Social Hub: Hunters Gathering Headquarters
Between missions, you'll hang out in the Hunters Gathering social hub. This space serves multiple functions. It's where you manage gear, customize your hunter, prepare for missions, and interact with other players. It's basically the town you come back to between hunts.
In well-designed co-op games, the social hub matters because it's where your investment becomes visible. You see other players in cooler gear than you, which drives progression goals. You notice someone has an exotic weapon you haven't earned yet. Someone else has cosmetics you want. The hub becomes aspirational.
Guerrilla's hub design will probably emphasize the Horizon universe's aesthetic. Think rustic hunter encampments mixed with salvaged technology. There might be NPCs you interact with—blacksmiths, traders, narrative characters who expand the lore. There might be cosmetic vendors selling outfits, weapon skins, or emotes.
The hub also serves a practical purpose. It's where you coordinate with your squad before diving into a mission. You see each other's current gear, discuss strategy, make sure everyone's prepared. If your squad hasn't played together in a while, the hub gives you time to sync up before entering a high-stakes mission.
Gear, Progression, and Long-Term Engagement
Horizon Hunters Gathering isn't just about completing missions. It's about persistent progression. You're building your hunter's power, unlocking new gear, discovering weapon modifications, and working toward cosmetic rewards.
The gear system probably mirrors the single-player Horizon games' approach, where different armor pieces have different perks, resistances, and aesthetic values. In Hunters Gathering, your gear also affects how other players perceive you. Someone in fully upgraded legendary armor looks strong. Someone still in blue gear looks like they're new. That visual hierarchy drives engagement—people want to reach the point where they're visibly powerful.
Weapon progression is probably more interesting. Guerrilla likely offers multiple weapon types (precision bows, heavy weapons, support weapons) with different upgrade paths. You might find a legendary bow, but it starts weak until you farm materials to upgrade it. Then you unlock augmentation slots, letting you customize how that weapon behaves. That's the metagame—farming resources, upgrading gear, optimizing your build.
There's also probably cosmetic progression. Armor skins, weapon finishes, emotes, hunter callsigns, banner customizations. These cosmetics don't affect gameplay but drive engagement because people want to express themselves. They also create monetization opportunities if Guerrilla decides to implement cosmetic purchases (which they probably will, given it's a live-service focused game).
The rogue-lite perk system Guerrilla mentioned adds run-to-run variance. Even if you're running the same mission with the same hunter, a different perk selection creates a different experience. You might get perks that synergize with your weapon loadout, creating powerful combinations. Other times you get perks that force you to adapt your playstyle. That variance keeps content feeling fresh.
The Narrative Canvas: Canon Stories in the Horizon Universe
One of the most interesting aspects of Horizon Hunters Gathering is that it's not siloed from the main narrative universe. This game is canon. The hunters you're playing as are real characters with real stories. The machines they're hunting are part of the larger Horizon world's ecosystem. The discoveries you make matter to the broader lore.
This is a bold choice. Most multiplayer games either ignore narrative entirely or treat it as supplementary flavor text. Guerrilla is actually integrating the multiplayer experience into the Horizon universe's timeline. Bak confirmed that stories will "unfold" and "don't stop at launch," meaning narrative content will continue expanding post-release.
What does that mean practically? Probably seasonal updates with new hunter story chapters. New lore discoveries. Narrative events that temporarily change the map or mission objectives. Connections to other Horizon games—maybe your hunters encounter references to Aloy or other single-player characters. Maybe there are story missions that directly tie into Horizon Forbidden West's ending.
This approach keeps players engaged because they feel like they're part of something bigger. You're not just grinding for loot. You're uncovering new chapters in the Horizon story. That's powerful motivation, especially for players who love Horizon's world and characters.
The hunter characters themselves are probably designed to feel like real people with depth. They might be people affected by the events of the main games. Maybe one hunter is a refugee from a machine attack. Another is seeking revenge. A third is searching for lost family members. Their personal motivations intersect with the larger world conflict, creating narrative coherence.


Well-designed social hubs can increase player retention by up to 25% compared to games without such hubs. (Estimated data)
Balancing Solo-Player Franchises with Multiplayer Experiences
Guerrilla's decision to create a multiplayer Horizon game is interesting because it could have alienated single-player fans. Instead, the studio seems to be expanding the universe rather than cannibalizing it. Horizon Forbidden West still exists. Horizon 3 (whenever it comes) will still be a single-player experience. Hunters Gathering is just another facet of the world.
This is smart franchise management. Look at how successful franchises handled multiplayer: The Witcher 3 didn't have multiplayer, but it was still the best game in its generation. The Last of Us Part II mostly stayed single-player focused. Meanwhile, franchises like Destiny and The Division proved that co-op multiplayer can work alongside other game types.
Guerrilla's challenge now is maintaining quality across both. They need enough dev resources to keep Hunters Gathering updated with new content, balance patches, and bug fixes while still working on whatever's next in the single-player Horizon franchise. That's resource-intensive.
But the upside is massive. Multiplayer games create habits. Players log in weekly for missions. They spend money on cosmetics. They form communities around team-based experiences. A successful Horizon Hunters Gathering could generate more revenue and engagement than a single-player game ever could.
Playtest Access and Community Feedback Integration
Guerrilla is taking the right approach by launching a comprehensive playtest before the full release. The PlayStation Beta Program will give thousands of players early access, providing valuable feedback on balance, bugs, and general experience quality.
The fact that Guerrilla is running this playtest now (before any release date announcement) suggests they're still in significant development. They're probably working on:
- Difficulty balancing across different player skill levels
- Matchmaking systems to ensure fair team composition
- Server stability under load with thousands of concurrent players
- Exploit detection and prevention against cheaters
- UI/UX refinement based on how players actually navigate menus
- Network optimization to minimize latency in multiplayer scenarios
Community feedback from playtests shapes the final game. If players complain that Machine Incursion is too difficult, Guerrilla can adjust enemy damage or wave composition. If Cauldron Descent feels tedious, they can streamline progression between stages. If certain hunters feel overpowered, they can nerf abilities before launch.
This iterative approach has become standard in modern game development, but not all studios do it well. Guerrilla's experience with live-service games (if they have any from prior work) probably informs their playtest strategy. They're essentially crowdsourcing quality assurance while building hype.

Platform Strategy: PS5, PC, and the Ecosystem
Horizon Hunters Gathering is launching on PlayStation 5 and PC. That's a deliberate choice that reflects market reality. PlayStation 5 has massive install base in core gaming demographics. PC gives Guerrilla access to hardcore gamers with high-end hardware. Neither platform is chosen lightly.
The PS5 version probably gets priority development. It's a first-party Sony title, so the console's features are fully utilized. Maybe there's DualSense haptic feedback that makes gun recoil feel distinct. Maybe the adaptive triggers add resistance based on your ammo count. Maybe the speaker provides crucial audio cues during combat.
The PC version reaches a different audience. PC gamers tend to optimize their setups, potentially allowing higher frame rates, uncapped performance, and more aggressive graphics settings. PC also enables the speedrunning and optimization communities that often emerge around co-op games.
Notably absent from the platform list: Xbox. That's surprising given Xbox's push for Game Pass and co-op games. Either Guerrilla has an exclusive arrangement with Sony, or they're launching PC first to maximize addressable market before expanding to other platforms later. Expect Xbox to get the game eventually, probably after a 6-12 month exclusivity window.
Cross-platform play status is unconfirmed. Hopefully Guerrilla enables PS5 and PC players to squad up together. Games like Warzone proved cross-platform co-op works smoothly if netcode is solid. If PS5 and PC players are segregated, the overall player base feels smaller.

Estimated data shows typical pricing: single skins at
The Killing Machine: Designing Intelligent Opponent AI
Horizon machines are AI-driven enemies, not bullet-sponges. Each machine type has distinct behavior patterns rooted in the fiction. A Scrounger scavenges and panics when threatened. A Frostclaw stalks and uses terrain. A Tallneck observes from distance then coordinates attacks. This machine personality system is core to what makes single-player Horizon combat engaging.
In Hunters Gathering, that complexity multiplies. Three human players versus machines creates emergent gameplay where machine behavior responds to multiple threats simultaneously. If all three hunters focus one target, machines might flee. If hunters spread out, machines coordinate attacks on the weakest player.
Guerrilla needs to tune machine AI carefully. Too predictable and combat feels mechanical. Too unpredictable and players feel frustrated. The sweet spot is dangerous—machines should feel threatening and intelligent without being unfair.
Machine variety also matters. If every mission features the same machine types, content gets stale. Guerrilla probably designs different machine ecosystems for different regions. Volcanic areas host thermal machines. Frozen areas host frost machines. Jungle areas host organic-looking machines. That variety keeps exploration engaging.

Cosmetics, Battle Pass Systems, and Monetization Models
Guerrilla hasn't detailed Hunters Gathering's monetization yet, but the industry standard for co-op games is cosmetic purchases and seasonal battle passes. Expect cosmetic armor skins, weapon finishes, emotes, and bundles. Expect a seasonal battle pass (probably
The key question: Will cosmetics feel like reasonable purchases or predatory? Some games price cosmetics at absurd levels ($15-20 for a single skin). Others offer good value bundles. Guerrilla's history with cosmetics pricing in other games will probably inform expectations.
Hopefully Guerrilla avoids pay-to-win mechanics. If cosmetics offered gameplay advantages, the community would rightfully rebel. Cosmetics should be visual only—let your skill determine outcomes, not your wallet. That's the golden rule of fair monetization.
Seasonal battle passes work great for engagement. New seasons mean new cosmetics to chase, new story content to experience, and renewed reasons to log in weekly. If Guerrilla releases seasons every 6-8 weeks with meaningful content, players will stay engaged for years.
But there's risk: if seasons feel empty or cosmetics look bad, players bail. If battle pass grind feels unreasonable (requiring 10+ hours weekly), casual players quit. Guerrilla needs to thread the needle—create value and engagement without burning players out.
Server Architecture and Netcode Requirements
Running a multiplayer game with thousands of concurrent players requires robust backend infrastructure. Guerrilla needs servers capable of handling player counts scaling from hundreds (launch day) to potentially millions (if the game becomes popular). They need redundancy for failover. They need geographic servers to minimize latency.
Netcode is probably peer-to-peer with server authority (the industry standard for co-op games). This means players' actions are calculated locally for responsiveness, but the server validates everything to prevent cheating. Latency tolerance matters—if someone in Tokyo is playing with someone in New York, both should have playable experiences despite ~150ms latency.
Matchmaking also needs care. You don't want brand-new players matched against veterans. You don't want players with 500+ ping matched with local players. Matchmaking algorithms should consider skill rating, latency, and party size to create fair teams.
And then there's server cost. Hosting multiplayer games is expensive. Guerrilla will spend significant resources on infrastructure, probably expecting players to spend money on cosmetics and battle passes to offset those costs.


Cross-cultural gaming trends have the highest impact on the timing of Horizon Hunters Gathering, followed by the maturity of PlayStation 5. Estimated data.
Community Building and Long-Term Health
Guerrilla's success with Hunters Gathering depends heavily on community engagement. A dead community means a dead game, no matter how good the mechanics are. So community management is critical.
That probably means regular communication from developers. Patch notes explaining balance changes. Dev blogs detailing the reasoning behind decisions. Stream highlights from the community team playing with fans. Discord servers where players discuss strategy and share clips. All of that builds a sense of collective ownership.
Guerrilla also needs to address toxicity early. Co-op games attract team players, but they also attract angry people who rage-quit or blame teammates. Robust report systems, muting tools, and consequences for abusive behavior set the right tone from launch.
Long-term health also requires fresh content. If Guerrilla releases the game and stops updating it, players abandon it within months. But if they commit to monthly balance patches, seasonal story content, new machine types, new hunters, new regions—players stay engaged. That commitment is expensive but necessary.
The wildcard is whether Guerrilla's leadership supports Hunters Gathering long-term. Do they see it as a multi-year investment, or just a side project? That determination cascades through the organization. Teams commit harder when leadership believes in the vision.
The Broader Implications for Single-Player vs. Multiplayer Franchises
Horizon Hunters Gathering's existence raises questions about the future of single-player action franchises. Are we entering an era where major franchises must have multiplayer components? Look at the trends: The Last of Us is getting multiplayer. Ubisoft franchises all have live-service elements. Even story-focused games are adding multiplayer experiences.
But there's backlash building. Players complain about games feeling split between single-player and multiplayer development. Complaints that multiplayer monetization corrupts game design. Concerns that always-online requirements kill games when servers shut down. These are legitimate concerns.
Guerrilla's approach—keeping single-player and multiplayer entirely separate—might be the right model. Horizon Zero Dawn and Forbidden West exist independently from Hunters Gathering. They don't share systems. They don't require online connectivity. Players can engage with either or both. That's consumer-friendly design.
Looking forward, expect more franchises to adopt this model. Single-player games for narrative-focused players. Multiplayer games for socially-driven players. Both contributing to the broader universe without forcing players into either category.
The challenge for studios is resourcing both properly. You can't half-ass either. Guerrilla's scale (a major studio with significant resources) lets them pull it off. Smaller studios might struggle to maintain quality across both experiences.

Expected Release Timeline and Seasonal Roadmap Predictions
Guerrilla hasn't announced a release date, which suggests the game is still 6-12 months away from launch. The playtest is happening now to gather feedback, but significant development work probably remains.
If I had to guess (and this is pure speculation), I'd predict a 2025 release, probably in late summer or fall. That gives Guerrilla time to iterate on playtest feedback, optimize performance, and finish narrative content. It also avoids competing with major holidays when families are traveling and work schedules are hectic.
Post-launch, expect a seasonal roadmap. Season 1 probably launches with the game and runs 8-10 weeks. Season 2 launches after a brief break, introducing new hunters, new missions, new cosmetics. This pattern probably continues for years if the game succeeds.
Each season might have an overarching narrative theme. Season 1 could focus on reclaiming territory from machines. Season 2 could explore discovering ancient technology. Season 3 could involve conflict with other factions. That thematic progression keeps the world feeling alive.
Annual roadmaps are probably planned even if not publicly announced. Guerrilla has a vision for years 1, 2, and 3 post-launch. That vision drives hiring, resource allocation, and long-term planning. Players will see hints of that vision through community interaction and leaks, but full roadmaps stay private until officially revealed.
What Makes Horizon Hunters Gathering a Necessary Evolution
The gaming landscape has shifted. Multiplayer isn't optional anymore for major franchises—it's expected. Players want to experience great games with friends. Single-player games can feel lonely by comparison. Guerrilla recognized this cultural shift and responded.
But Horizon was never designed for multiplayer. The single-player games feature complex animation systems, physics-driven combat, environmental destruction—all things that become exponentially harder to synchronize across networks with multiple players. Reimagining the Horizon experience for cooperative play required fundamental redesign.
Guerrilla didn't try to force multiplayer onto the existing Horizon formula. Instead, they created something new. Smaller arenas optimized for three hunters. Simpler environmental interactions that sync cleanly across networks. Focused missions instead of open-world exploration. Different systems for different contexts.
That thoughtfulness is what makes Hunters Gathering potentially special. It's not a cynical cash grab. It's not Horizon skins attached to a generic multiplayer template. It's a genuine attempt to bring Horizon's essence into cooperative gaming.

The Competitive Landscape: Who's Playing What
Horizon Hunters Gathering isn't launching into a vacuum. It's competing against established co-op franchises:
Deep Rock Galactic dominates the cooperative shooter market. Players love the class variety, mission diversity, and community. Hunters Gathering needs to feel fresh compared to DRG's years of refinement.
Darktide brings Games Workshop's gritty aesthetic to 4-player co-op. It's fun but rough around the edges (launch was buggy). Hunters Gathering has the advantage of learning from Darktide's mistakes.
Hell Let Loose focuses on large-scale team-based gameplay. Hunters Gathering is probably more intimate—3 players versus masses of machines is different from 50-player multiplayer.
Monster Hunter: World proved co-op monster hunting is appealing. Hunters Gathering builds directly on that success with Horizon's unique machines and combat depth.
Helldivers 2 combines action, chaos, and approachable mechanics. It's insanely popular and demonstrates market appetite for cooperative gameplay. Hunters Gathering needs to differentiate beyond just being another co-op shooter.
Guerrilla's advantages: IP recognition (Horizon is beloved), unique machine designs, tactical depth, narrative integration, and studio credibility. Challenges: launching into an established market without proven track record in multiplayer, competing against juggernauts with established communities, and sustaining player interest long-term.
Why Now? The Timing of Horizon Hunters Gathering
Why announce Horizon Hunters Gathering now? Why cooperate instead of continuing the single-player trend? Several factors probably influenced the timing:
PlayStation 5 maturity. The console is established. Game developers understand the hardware. Performance optimization is clearer than early-generation uncertainty.
Post-Forbidden West momentum. Horizon Forbidden West launched in 2022 to critical acclaim. The franchise is healthy. Guerrilla wanted to capitalize on that momentum before interest fades.
Live-service lessons learned. The industry has learned painful lessons about multiplayer launches. What works (cosmetics, seasonal content, community first) and what doesn't (aggressive monetization, lack of communication, sparse updates) is clearer now.
Cross-cultural gaming trends. Cooperative gaming is dominant globally. Players in Asia, Europe, and Americas all prefer playing together. Guerrilla noticed this and built accordingly.
Guerrilla's internal expertise. The studio just finished a major single-player game. They have the breathing room to tackle multiplayer without rushed deadlines or divided focus.
Timing is everything in entertainment. Announce too early and interest fades. Announce too late and you miss hype windows. Guerrilla's timing—mid-2024 for a likely 2025 release—seems right.

Looking Ahead: What Success Looks Like
For Horizon Hunters Gathering to succeed, Guerrilla needs to hit multiple targets:
Critical launch quality: The game needs to be genuinely polished at release. Minimal game-breaking bugs. Solid netcode. Balanced difficulty. Positive reviews drive player count.
Content roadmap credibility: Players need to believe new content is coming. Regular updates, seasonal stories, new hunters, new machines. A published roadmap showing commitment for at least 12 months builds confidence.
Community engagement: Developers need to be present. Respond to feedback. Acknowledge frustrations. Celebrate community highlights. A silent developer team kills engagement fast.
Monetization restraint: Cosmetics are fine. Battle passes are fine. But nothing pay-to-win. Nothing predatory. Players will pay for cosmetics if the game is great and pricing feels fair.
Long-term vision: Leadership needs to commit to supporting the game for years. Not just months. Players sense whether developers believe in their project. That belief translates to sustained effort.
If Guerrilla executes on these factors, Hunters Gathering could be a hit. It could become the standard-bearer for cooperative action games. It could spawn its own community culture with speedrunners, streamers, and competitive scenes.
Or it could launch, have a nice player spike, then fade as players move to the next game. That's the reality of multiplayer games—success isn't guaranteed regardless of how good the core game is.
But Guerrilla has the resources, talent, and IP recognition to give Hunters Gathering a real shot at sustainability. Whether they capitalize on that opportunity remains to be seen.
FAQ
What is Horizon Hunters Gathering?
Horizon Hunters Gathering is a tactical 3-player cooperative action game developed by Guerrilla Games, set in the Horizon universe. Players team up as hunters to battle waves of machines in strategic missions that emphasize teamwork, positioning, and coordinated attacks. The game features a narrative campaign that's fully canon to the Horizon timeline, along with multiplayer-focused game modes.
How does the gameplay work in Horizon Hunters Gathering?
Combat emphasizes tactical, skill-based mechanics where position, timing, and team coordination matter more than raw damage output. Each hunter has distinct weapons and playstyles (melee-focused, ranged specialists, support roles). Players hunt machines across multiple mission types, manage gear between missions, and progress through a social hub called Hunters Gathering. Machine Incursion offers wave-based fights with bosses, while Cauldron Descent features multi-stage trials with escalating difficulty.
When will Horizon Hunters Gathering be released?
Guerrilla Games hasn't announced an official release date yet. The game is currently in development with a playtest coming through the PlayStation Beta Program on PS5 and PC. Based on the development timeline, a release sometime in 2025 is likely, but this is speculation. The company is prioritizing quality over rushing to market.
What platforms will Horizon Hunters Gathering support?
The game is confirmed for PlayStation 5 and PC (Steam is the likely platform). Xbox availability hasn't been announced, though it's possible the game could come to Xbox after an exclusivity period ends. Cross-platform play between PS5 and PC hasn't been confirmed but would enhance matchmaking.
What's included in the narrative campaign?
The campaign features a roster of hunters with distinct personalities, motivations, and personal struggles. Each hunter has their own stories that integrate into the broader Horizon universe. The campaign is fully canon to the Horizon timeline and will expand post-launch with seasonal story content. Narrative progression doesn't stop at release—Guerrilla plans ongoing story updates.
How many hunters can play together?
Horizon Hunters Gathering supports exactly 3 players per team. This number was chosen to enable deep tactical gameplay while maintaining manageable netcode complexity. Squad of 2 can queue together, but you'll be matched with a third player during matchmaking unless Guerrilla allows solo/duo queuing for specific missions.
What game modes are available?
Two primary modes have been announced. Machine Incursion features mission-based waves of machines culminating in boss battles. Cauldron Descent includes multi-stage trials where hunters progress through increasingly difficult rooms and optional challenges. Both modes are available in the early-access playtest, with additional modes potentially coming post-launch.
Will there be cosmetics and cosmetic pricing?
Guerrilla hasn't detailed cosmetics or pricing yet, but expect cosmetic armor skins, weapon finishes, emotes, and likely a seasonal battle pass system (industry standard is
Is this replacing the single-player Horizon games?
No. Horizon Hunters Gathering is completely separate from the single-player franchise. Horizon Zero Dawn and Horizon Forbidden West remain single-player experiences. This co-op game expands the universe but doesn't replace the narrative-focused titles. Both can exist independently.
How can I get access to the playtest?
The playtest is available through the PlayStation Beta Program on PS5 and PC. You need a PlayStation Network account and must register for the beta specifically. Sign-ups are limited, so interested players should register early. Check the official PlayStation website for current signup availability and timeline details.
What makes Horizon Hunters Gathering different from other co-op games?
The game combines Horizon's unique machine design and combat depth with tight cooperative mechanics. Machines feel intelligent and dangerous, not just bullet-sponges. The narrative integration (canon to the Horizon universe) adds weight to progression. Tactical emphasis on positioning and team coordination differentiates it from more action-focused co-op games. The social hub and character customization create persistent investment.
Will Horizon Hunters Gathering have cross-play between PS5 and PC?
Cross-play hasn't been officially confirmed, but it would greatly improve matchmaking and community size. Guerrilla likely supports it given their technical capability and player expectations. Cross-save (playing on PS5, then continuing on PC) is less certain but would be a nice feature.

Key Takeaways
- Guerrilla Games' Horizon Hunters Gathering represents a bold franchise expansion into cooperative 3-player tactical action, combining Horizon's unique machine designs with strategic teamwork mechanics.
- Two core game modes—Machine Incursion (wave-based combat with boss encounters) and Cauldron Descent (multi-stage roguelike trials)—offer distinct engagement loops for different playstyles and skill levels.
- The game maintains narrative canon within the Horizon universe, featuring hunter characters with individual motivations and story arcs that expand the broader lore post-launch.
- Early playtest access through PlayStation Beta Program signals developer confidence while gathering community feedback to refine balance, netcode stability, and overall experience quality before launch.
- Success depends on Guerrilla maintaining live-service credibility through consistent seasonal content, fair cosmetic pricing, regular balance patches, and genuine developer communication with the community.
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