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Expeditions are HUNGER's primary gameplay sessions, where players venture into dangerous maps to loot, complete quests, and fight their way back to safety.
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.
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.
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.
HUNGER features six enemy types at Early Access launch, all former humans transformed by the bacterium plague known as the Hunger.
The Stash is a Living's secure storage at the Chateau, reached through Louis in the Outer Ramparts and expanded by equipping bags.
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.