HUNGER arrives in Early Access with more than 30 weapons that blend ranged firearms and melee arms in a first-person perspective. The roster includes rifles, pistols, experimental hand mortars, axes, and maces, and more weapons are planned to expand it during Early Access. Weapon choice shapes nearly every fight, from the noise a player makes to how quickly their Energy drains in close combat.
Ranged Weapons
Firearms in HUNGER are archaic black-powder arms true to the Napoleonic setting, but they are designed to handle responsively rather than feeling sluggish. Many use multi-step reload processes that take time and leave a player committed, so reloading at the wrong moment can be fatal. Early flintlock and ramrod weapons are not left behind as a character grows: they can be specialized into through the Mastery tree to stay effective into the late game. Ranged weapons offer greater stopping power and the ability to engage at distance, at the cost of revealing a player’s position.

Sound is central to ranged combat. Firing a gun is audible to every player on the map, which turns silence into a tactical resource and makes the decision to shoot a meaningful one.
Melee Weapons
Melee weapons allow for quiet traversal and close-quarters fighting without giving away position. They can strike from eight directions, plus a weapon-unique charged heavy attack, and attacking from an appropriate angle, such as an overhead swing with an axe, maximizes damage. Players can feint by canceling an attack early at no Energy cost, while a brief, well-timed block costs only a small fixed amount of Energy and sustained blocking drains it rapidly. Larger weapons provide broader block coverage, whereas smaller weapons demand tighter timing.
Close-quarters fighting is governed by the Energy resource and features a dismemberment system that adds extra impact and clearer visual feedback to melee encounters. The type of weapon a player wields directly affects how much Energy their attacks and blocks cost, so weapon choice is part of managing endurance in a fight.
Shields and Trinkets
Alongside offensive arms, players can equip Shields for additional defensive coverage and Trinkets that modify their performance, including Stamina and Energy efficiency. These sit in a loadout next to armor, bags, and medicine, and together they let a player tune how aggressive or defensive their kit is before heading into an Expedition.
Weapons and Survivability
HUNGER deliberately keeps the gap between weapons narrow enough that gear never guarantees a win. Better weapons may shorten the time-to-kill, but the standardized 100 health pool and the narrow armor range mean skill, positioning, and decision-making remain the deciding factors. Even a player with top-tier equipment can be beaten by a more skilled opponent, which keeps every encounter tense and discourages passive, gear-dependent play. Weapons can be acquired through combat, looting, crafting, and the player Marketplace, and their appearance can be permanently altered with weapon cosmetics.