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Manhunter 2012

Manhunter

01 Feb 2012 Released
Genre Action, Shooter
Platform PCPC
Developer Silden
Publisher KISS Ltd.

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Steam
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Manhunter (often distributed or referred to as Sniper: The Manhunter) is a highly obscure, low-budget 2012 first-person shooter developed by the Polish indie studio Silden. Released exclusively for the PC, it is a classic example of early-2010s “Eurojank” budget titles—games that aimed for the tactical realism of military shooters like Sniper: Ghost Warrior or Sniper Elite, but were hindered by microscopic budgets, outdated technology, and severe technical flaws.

Core Story

The narrative of Manhunter is incredibly thin, serving mostly as a flimsy excuse to shuttle the player across the globe.

You play as John “Striker” Gullivan, a hardened ex-SAS sniper who decides he is far from ready for a quiet retirement. Instead, he enters the shadowy world of private military contracting. Guided via radio by his best friend and elite hacker, Max, Gullivan takes on a series of highly illegal, deniable black-ops contracts that official governments refuse to touch.

The campaign is broken down into five distinct chapters spanning 14 levels, taking the player from an Iranian nuclear processing plant and the Moscow Trade Center to a shootout at the Baikonur Cosmodrome and cave networks in Iraq.

Gameplay and Features

The game marketed itself as a thinking-man’s tactical shooter, heavily emphasizing stealth and precision over running and gunning. However, the execution left a lot to be desired:

  • The Sniper Sandbox: Gullivan is always equipped with his signature primary weapon: a silenced Arctic Warfare sniper rifle. For his secondary weapon, players can choose a specialized rifle suited for the specific mission, ranging from a fast-firing, semi-automatic Saiga to a heavy-duty Barrett .50 caliber.
  • Attempted Ballistics: Silden actually attempted to implement a realistic ballistic system. The game simulated bullet drop based on gravity, wind direction, and initial muzzle velocity, forcing players to account for environmental factors before pulling the trigger over long distances.
  • Stealth Mechanics: The game actively encouraged stealth. Since enemies ostensibly relied on line-of-sight and sound, using a silenced pistol (a modified P99) and sticking to the shadows was theoretically the best way to thin out enemy patrols without triggering an alarm.

The Reality and Reception

While the concept was solid, Manhunter is largely remembered (by the few who played it) as a deeply broken, unfinished piece of shovelware.

The game suffered from a myriad of bizarre technical issues and cut corners. For instance, explosives (like grenades or red barrels) famously lacked actual explosion animations; they simply emitted an invisible shockwave that instantly killed nearby enemies. During the game’s cutscenes, character models would speak full lines of dialogue without their mouths ever moving.

Furthermore, the enemy AI was atrocious—alternating randomly between being completely oblivious to a player standing right in front of them, to instantly snapping 180 degrees and headshotting the player through solid foliage. The soundtrack consisted of roughly two short, looping tracks that would abruptly start when combat initiated and immediately cut out the second the last enemy died.

Quick Note

Manhunter (2012) is a textbook example of a budget bin PC shooter that attempted to capitalize on the booming popularity of the modern-military sniper genre.

In short: Unless you are a dedicated connoisseur of obscure, broken, low-budget Polish shooters from the early 2010s, it is a game best left entirely forgotten in the depths of Steam’s back catalog.

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