This article is a stub
It lacks sufficient information and needs to be expanded. You can help by adding more content.
Looting is a player's first real dialogue with the world of HUNGER. What turns up in a region tends to reflect where that region is: a logging camp yields tools, timber and food, while a barracks is more likely to hold weapons, armour and ammunition. Learning those patterns is most of what turns a chaotic first Expedition into a readable one.
Containers
Containers come in many forms, including crates, chests, cupboards and barrels, each holding items suited to its surroundings. Larger containers have a higher chance of holding multiple items, while smaller ones tend to hold fewer. Contents are driven by the container's type, its size, and a measure of chance, which is a deliberate balance: familiarity should breed efficiency without ever making a search certain. Even a location visited a dozen times can still turn up something unexpected.
Not everything that can be searched looks like a container. Piles of earth, sacks of grain, toolboxes and even birds' nests high on rafters all follow the same rules, so a careful eye finds more than a quick one.
Loose Loot
Some of what is worth having is not hidden at all. Loose loot sits out in the open across every region: weapons leaning against walls, ampoules on tables, coins resting on barrels, provisions tucked beside a campfire. These can be picked up directly, and over time players learn to recognise the shapes, colours and glints that give them away. Spotting loose loot quickly is a skill in its own right.
Looting the Dead and the Infected
Any player who dies during an Expedition can be looted by the survivors who remain. Approaching a corpse opens its inventory, and everything the fallen Living was carrying is up for the taking.
The Hunger can be searched too. Any creature a player kills can be looted much like a container, and their twisted forms often yield scraps of armour, ammunition or materials that hint at what they once were. Certain rare creatures guard unique rewards, including cosmetic Schemas, which makes some encounters worth seeking out rather than avoiding.
Rummaging and Identification
Opening a container is not instant. A character must rummage through it and identify what is inside, and the time spent searching is time spent vulnerable. That single delay is what makes looting a risk rather than a formality, especially with rival Living on the same map.
Identification speed can be improved two ways: temporarily with certain foods, or permanently through masteries built for scavengers and explorers. Solo players and anyone who values efficiency benefit most from investing in them, because the faster a search finishes, the sooner a player can move on.
Locked and Rare Containers
Not every container gives way easily. Some are locked and need a specific key to open. Keys are rare and valuable, and the contents behind them reflect the effort of getting there. Lockpicking is planned as a slower, riskier alternative: lockpicks are intended to be inexpensive but to test patience and precision instead of simply replacing keys.
Some rare containers have a very low chance of appearing on any given run and are often tied to specific landmarks. Learning where one can appear makes it worth checking the same spot again on later Expeditions.
Bags and Capacity
One of the first goals for a new survivor should be finding a bag. Bags expand carrying capacity, which means extracting more from each run and building a coin reserve faster. They turn up where they naturally belong, in cupboards, drawers, chests and barracks, and even the simplest one makes a real difference. Bags also feed back into storage at home, since they are what expands the Stash.
Dropped Bags
Discarding an item does not make it vanish. Anything dropped or left behind appears in a small dropped bag on the ground, and any other player can loot it, whether or not it was meant to be shared. It is a simple rule that gives every decision about what to keep and what to abandon a consequence. Dropping supplies for a teammate means marking the spot well; dropping them in a panic means hoping nobody was watching.
Reading the World
Looting in HUNGER is meant to be more than accumulation. Every drawer, corpse and creaking chest says something about what is left of civilisation, and the world rewards players who observe it. Once a survivor starts to understand what belongs where, and what does not, the pattern underneath the ruin becomes visible.