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.
Food and Drink are optional consumables that trade duration against strength: food gives long steady bonuses, drink gives short sharp ones.
Traps come in two kinds: hazards built into the maps themselves, and deployable player traps arriving after the Early Access launch.
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.
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.