Loading...
HUNGER launches with more than thirty weapons, mixing archaic black-powder firearms with melee arms, thrown explosives, shields and trinkets.
An overview of HUNGER's core gameplay systems, including the extraction loop, combat, progression, and the Chateau hub.
Each Living commits to a single crafting or gathering profession, unlocked in the Cauldron, which feeds both personal supply and the player-driven marketplace.
Expeditions are HUNGER's primary gameplay sessions, where players venture into dangerous maps to loot, complete quests, and fight their way back to safety.
The Chateau is HUNGER's persistent multiplayer social hub, where players rest between Expeditions, interact with NPCs, accept quests, trade, and pursue crafting professions.
Armor sits above a Living's health as a second layer, wears down as it absorbs damage, and is maintained with reusable tongs or single-use plates.
Health is a flat 100 for every Living and can only be restored with Medicine, split between slow reusable Bloodbags and fast single-use Ampoules.
Cosmetics permanently change how a Living, their weapons and their bags look. Every one starts as a Schema that must be brought home, redeemed and then crafted.
HUNGER features six enemy types at Early Access launch, all former humans transformed by the bacterium plague known as the Hunger.
Traps come in two kinds: hazards built into the maps themselves, and deployable player traps arriving after the Early Access launch.
Food and Drink are optional consumables that trade duration against strength: food gives long steady bonuses, drink gives short sharp ones.
The Stash is a Living's secure storage at the Chateau, reached through Louis in the Outer Ramparts and expanded by equipping bags.
The Expedition Map is where a party in HUNGER picks its destination, waits out matchmaking, and commits to a run into the mainland.
How HUNGER's character screen, inventory panel, toolbelt, equipment slots and on-screen HUD are organised, based on the studio's own interface captures.
Looting in HUNGER covers containers, loose loot, corpses and the infected, plus rummage time, identification speed, locked containers, bags and dropped bags.
Masteries are HUNGER's talent trees, spending Mastery Points across tiered branches to specialise a Living toward ranged, melee, survival or physical builds.
Vendors are the traders of the Chateau, each with a specialisation, a limited stock that refreshes, and a reputation ledger that decides what a player is allowed to buy.
Quests are the spine of progression in HUNGER, unlocking Chateau districts and their systems, teaching mechanics, and rewarding gear, recipes and cosmetic Schemas.
How HUNGER's two combat resources work: Stamina governs movement and traversal, Energy governs melee attacks and blocks, and running either dry decides most close-quarters fights.