In the ever-growing world of extraction shooters, standing out requires a fresh approach. That's precisely what piqued my interest in Hunger, the upcoming first-person action-RPG from Good Fun Corporation. During a recent meeting with the developers, I had the chance to explore an early build of this Unreal Engine 5-powered game, which promises a unique twist on the extraction loop genre.
The developers are keen to differentiate Hunger from the typical extraction shooter, and from what I've seen, they're well on their way to achieving that. While an exact release date remains under wraps, the early build showcased an impressive blend of zombie-themed action and RPG elements.
Hunger - First Screenshots
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Two aspects of Hunger immediately grabbed my attention: its visual style and its stunning graphics. Game director Maximilian Rea described the aesthetic as "Renaissance gothic," a fitting term for the game's mix of first-generation firearms and brutal melee weapons set against the backdrop of grimy towns and majestic castles. The use of Unreal Engine 5 is nothing short of spectacular, with lush foliage, dynamic lighting, and detailed textures that make Hunger one of the best-looking games I've seen utilizing this engine.
While I couldn't go hands-on with the game during my demo, the developers shared their vision for a gameplay experience that combines the simplicity of ARC Raiders with the complexity of Escape From Tarkov. Players start in the Outer Ramparts, a social hub within the Chateau where both players and NPCs mingle freely. Here, you can switch to a third-person perspective, shop with the eccentric Piro, manage your stash with Louis the Stashmaster, or queue for an expedition with Reynauld, the Expedition Master, who sports scars from his encounters with the undead.
The initial Early Access release will feature three maps: Jacques Bridge, Sombre Forest, and Sarlat Farm, each spanning one square kilometer and boasting a large dungeon. With six weather variations per map, ranging from clear noon to foggy sunsets and sunrises, the developers are aiming to deliver around 50-60 hours of content. Unlocking the Cauldron, a new area in the Chateau, will allow players to choose from six professions—three gathering and three crafting—enabling them to specialize in roles like Scavenging, Conservator, or Naturalist, and pursue professions such as Metallurgy, Gunsmithing, or Cooking.
The game's narrative unfolds through civil conflict sparked by the bacteria known as The End, which led to the Hunger. Players can extract lore items like Missives and Maps, which come in Common, Rare, or Legendary forms. Extracting with a Missive lets you read it back at the Chateau for XP, and collecting all lore pieces reveals the full story. The developers plan to weave the narrative further through NPC dialogue, aiming to infuse every aspect of the game with story.
Combat in Hunger offers strategic depth, with different types of Hunger, each with unique qualities. Opting for melee combat allows for stealth, while firing guns attracts more enemies. Among the Hunger, the Bloater explodes into a poisonous gas cloud, while the Shambler inflicts bleed damage. With 33 weapons ranging from daggers to primitive machine guns, and exotic ammo that adds special effects, players have plenty of options. Dedicated PvP experiences cater to those seeking competitive play, and a Mastery Tree with four branches—Physiology, Survival, Martial, and Cunning—ensures diverse progression paths beyond PvP.
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Whether playing solo, in duos, or larger groups, progression in Hunger is designed to be meaningful. "Being a solo or duo player isn't a death sentence," Rea assured, highlighting that these modes offer some of the quickest ways to advance. Cosmetic rewards are available as players level up, defeat bosses, and complete challenges, with customization options for every weapon and bag.
Hunger will not be free-to-play, ensuring that gameplay remains fair and free from pay-to-win mechanics. There will be no battle passes, but a "Support the Developers" edition, offering additional cosmetics, is planned at a price above the targeted $30 for the standard edition.
Sessions in Hunger are designed to last around 30-35 minutes, making it easy to jump in for a quick play with friends before bed. Even in death, every action contributes to XP gains, ensuring no session feels wasted. "If they've played for an hour, we want them to feel like they've meaningfully moved the ball forward for their character," Rea emphasized.
Though Hunger is still some time away, the early impressions are promising. Developed by the team behind Hell Let Loose, Hunger is shaping up to be a unique addition to the genre. Stay tuned to IGN for more updates as development progresses.