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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.
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.
Extraction is how a Living leaves an Expedition in HUNGER: a balloon descends, a 30-second zone timer makes the player eligible, and the run only ends once they reach the balloon and interact with it.
Which platforms and storefronts HUNGER launches on, plus the feature tags, anti-cheat, language support, age rating, and system requirement status confirmed by its store listings.
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.
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.
The Expedition Map is where a party in HUNGER picks its destination, waits out matchmaking, and commits to a run into the mainland.
Quests are the spine of progression in HUNGER, unlocking Chateau districts and their systems, teaching mechanics, and rewarding gear, recipes and cosmetic Schemas.