HUNTED has five official enabled badges for winning a game with a named Curse: No Map, Darkness, One Life, Fog, and Blinded. The public badge records have no descriptions beyond the names. They prove the win goals but do not publish the Curse effects, selection method, price, random chance, difficulty relationship, eligible modes, or whether multiple Curses can combine.
Official Curse badge set
No Map Curse
Badge ID `3036683731285356`
Official goal: win a game with No Map Curse.
Darkness Curse
Badge ID `1905550172537387`
Official goal: win a game with Darkness Curse.
One Life Curse
Badge ID `1339925775651534`
Official goal: win a game with One Life Curse.
Fog Curse
Badge ID `3834079343937278`
Official goal: win a game with Fog Curse.
Blinded Curse
Badge ID `2275421018629109`
Official goal: win a game with Blinded Curse.
Confirm the live Curse before starting
Use the current lobby or mode interface and read the Curse name exactly. Capture the visible effect description if one appears. Do not choose based only on a community summary because the build can change and the official public badge endpoint contains no mechanical text.
Verify what “win a game” means in the selected mode. It may be a story clear, competitive result, or another current flow; the badge name alone does not settle it. Choose a map you can already complete reliably.
Prepare with the unmodified route
Run the same map without a Curse and record the normal route, objective, threats, and result. The baseline tells you which difficulty comes from the Curse and which comes from the map. Keep mode, difficulty, and group size comparable.
For any information restriction, strengthen landmark memory before enabling it. For any survival restriction, remove optional detours. Those are preparation principles, not claims about the exact effects of the named Curses.
Test one Curse at a time
Choose one badge and one familiar stage. At entry, confirm the active Curse and whether the interface shows a condition. Complete the normal objective without adding an S Rank or challenge badge. Check the badge on your profile after the result.
If it does not award, verify that the Curse remained active, the game counted as a win, and the badge is enabled. Do not immediately infer an unknown price, chance, or hidden requirement.
Group play and revives
The public records do not say whether every player needs the same Curse, whether a teammate can carry the clear, or whether a revive conflicts with One Life. Those are direct in-game test questions. For the cleanest evidence, start solo or use a group where every setting is documented.
Official pass descriptions say Immortal and Items revives are disabled in PvP and capped per level/run, but that does not explain Curse interaction in eligible modes. Read the live interface before spending or reviving.
Why award rates do not explain Curses
Some Curse badges have low public award counts. That can reflect difficulty, availability, age, or player interest. It does not reveal a random activation rate or the severity of the effect. Never turn the API win-rate field into a mechanic.
What remains unverified
Every effect, selection or purchase method, cost, frequency, eligible mode, stack rule, difficulty modifier, revive interaction, group rule, and reward beyond the badge needs current in-game testing or a creator-owned explanation. Community wikis can supply leads, but the page will not present those values as official.
Record a Curse run without guessing the effect
At the lobby, record the exact Curse label and any visible description. At entry, note what changed compared with the unmodified baseline: interface, visibility, map access, life state, objective, or another directly observable field. During the run, record the first moment that difference affects a decision. After the result, confirm that the game registered a win and check the matching badge ID.
Describe only what the comparison shows. If visibility changed, do not infer a precise range without measurement. If a map element was absent, do not assume every player saw the same interface. If one life appeared available, test the interaction before defining revive behavior. This produces a useful current report while preserving the boundary between a badge name, an observed effect, and an undocumented rule.