Immortal Pass is HUNTED Game Pass ID 1867850892. On October 30, 2026, the official record listed it for 3,000 Robux. Its description promises unlimited revives forever, with a cap of 2 revives per level, per run; it is disabled in PvP and is a one-time permanent account purchase.
Read “unlimited” with the cap
Unlimited refers to the continuing supply across play, not unlimited revives inside one run. The same official description sets the run limit at 2 for each level. A third failure can still end the run under that wording.
The pass does not promise that a revive restores every objective, protects a streak, preserves a challenge condition, or keeps an S Rank possible. Check the current stage behavior after use.
Decide whether revives solve your problem
Track several runs before buying. If you repeatedly run out of revive inventory but can recover productively after a capture, permanent supply may help. If you usually fail near the start or restart to learn a cleaner route, extra supply may not change progress.
Map knowledge can be more valuable than a continuation. Use the revive only when you understand the remaining route and the run still supports your goal.
PvP restriction
The developer explicitly says Immortal Pass is disabled in PvP. Do not buy it to gain a competitive advantage or to protect Monster/Mortal win attempts. The PvP hub treats the mode as a separate ruleset.
If a future interface shows revive inventory in PvP, the product description still warns that this pass is disabled there. Verify what the live screen means before spending anything.
Purchase check
Open the product from the official HUNTED experience. Confirm ID 1867850892, seller Glowstick Entertainment x Exclusible, price, permanent wording, cap, and PvP line. A third-party page can become outdated.
Do not buy an account, code, or off-platform entitlement. The purchase should be recorded by Roblox on the account that will use it.
Verify the permanent grant
After purchase, join a normal level and inspect the revive interface. Do not intentionally lose a valuable run merely to test it. When a natural capture occurs, confirm that the pass supplies a revive and that the live cap matches the product text.
On another run, confirm that supply is available again. That tests the permanent account entitlement without assuming the same run can exceed the cap.
Revives and badge attempts
The public badge records do not say how revives affect S Rank, one-gameplay challenges, streaks, or Curse wins. Record the result. A stage can continue while a perfect-condition badge is no longer possible.
For Teddy Defuser, check whether the one-gameplay count persists. For Shard Enthusiast, watch the streak. For Camera Shy, a revive cannot erase a camera trigger. For S Rank, compare the result screen.
Buying decision
Immortal Pass suits a frequent story-stage player who uses revives, understands the two-per-level-per-run ceiling, and accepts that PvP receives no benefit. It is less useful for players who prefer clean restarts, rarely deplete revive stock, focus on PvP, or expect endless continuation.
Still needs verification
Actual delivery, revive prompt, restore point, objective persistence, challenge and S Rank effects, group behavior, and support/refund flow require current in-game confirmation. The current price and sale state can change.
Keep a revive-use log
For the first natural use after purchase, record the stage, objective state, inventory shown before capture, prompt wording, and state restored afterward. On the second use in the same level and run, record the same fields. If another capture occurs, observe the cap response without assuming that a visible button means the pass overrides its own written limit.
Start a later run and verify that supply returns. That separates the permanent entitlement from the per-run ceiling. For an S Rank, streak, camera, Teddy, or Curse attempt, keep the revive outcome in a separate column because continuing the stage does not prove the badge condition survived.
If group play changes the prompt or restore state, do not merge that observation with solo. Mode, stage, and version context make the log useful while avoiding a claim that one account’s first test defines every revive interaction.