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Expeditions are the core activity in HUNGER. Players leave The Chateau, enter one of three large maps, and pursue objectives before extracting with whatever they have gathered. Death during an Expedition results in losing any loot carried at the time, though character experience and levels are never reset. Each run is high-stakes precisely because the reward depends on surviving to reach the extraction point.
Objective Types
Expeditions support multiple types of objectives. Quests are multi-stage missions available from NPC quest givers at the Chateau. They require players to explore maps, find specific items, or reach particular locations. Quests are confirmed as one of the most efficient sources of experience, and many of them leave the approach open so a player can fight through, sneak past, or simply avoid danger. Players can also pursue opportunistic looting, hunting enemies for their drops, or targeting rival Living for their gathered spoils.
Party Size
Players can enter Expeditions alone, as a duo, or as a trio. Party coordination provides advantages in combat and quest completion, but also increases visibility and the potential for other players to identify and engage the group. Proximity voice communication lets nearby players speak to one another in the field, whether they are allies or strangers.
Maps
Three large and distinct maps are available at Early Access launch, with additional locations planned for post-launch updates during the Early Access period. The confirmed launch maps are Sombre Forest, shown in official gameplay footage, along with Jacques Bridge and Sarlat Farm. Each map covers roughly one square kilometer of explorable terrain with an extensive dungeon beneath it. Across these environments players move through forests, villages, monasteries, citadels, and mines, each offering a different character and challenge.

Looting and Hazards
Every run is also an exercise in scavenging. Containers and loose loot are scattered through each map, with contents shaped by the environment, and both fallen players and slain creatures can be searched. Maps also hide environmental traps that can explode, poison, or cause bleeding; a trap always sits in the same spot but may or may not be active on a given run, so survivors learn to read the terrain and remember where danger lies.
Risk and Reward
The balance of risk against reward shapes every decision in an Expedition. Rare gear, advanced weapons, crafting ingredients, cosmetics, and other resources are obtained through successful runs. The further a player pushes into a session and the more they gather, the greater the potential loss if they do not make it out. This tension is central to the extraction loop. Currency carried out of a successful run is transferred automatically to the player's Stash back at the Chateau, while gear and other items must be deposited there to be kept safe between Expeditions. A studied map marks the active extraction points for a run and shows the player's own position and facing, the compass displays the distance to extraction, and standing inside an extraction zone when the timer expires extracts the player automatically. Some extractions are reached aboard dirigibles.