In the world of gaming, extraction shooters are becoming increasingly common, making it essential for new titles to offer something unique to stand out. This is where Hunger, an upcoming first-person action-RPG developed by Good Fun Corporation, comes into play. I recently had the opportunity to meet with the developers and get a hands-off first look at an early build of this Unreal Engine 5-powered game that promises a fresh twist on the extraction genre.
Hunger is not just another extraction shooter, as the team at Good Fun Corporation is keen to emphasize. From the visuals to the gameplay mechanics, the game aims to offer a distinct experience. The Early Access launch is still on the horizon, but the early build I saw was impressive enough to suggest that Hunger will be anything but another generic addition to the Steam library.
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What immediately caught my eye about Hunger was its unique visual aesthetic and stunning graphics. Described by game director Maximilian Rea as "Renaissance gothic," the game seamlessly blends first-generation firearms with brutal melee weapons amidst filthy, lived-in towns and glorious castles. The use of Unreal Engine 5 is showcased brilliantly through the game's detailed foliage, lighting, and textures, making it one of the most visually impressive games I've seen utilizing this engine.
While I couldn't get hands-on with the gameplay yet, the demo suggested a robust experience. The developers are aiming for a balance between the simplicity of ARC Raiders and the complexity of Escape From Tarkov. Players start in the Outer Ramparts, a social hub within the Chateau where both players and NPCs mingle. Here, you can switch to a third-person perspective, which is particularly useful for interacting with characters like Piro, the quirky shopkeeper with a metal mask who sells items from a tray around his neck, or Louis, the Stashmaster who manages your items and occasionally provides quests. Reynauld, the Expedition Master, who sports missing fingers from zombie encounters, queues you into expeditions or raids.
At launch, Hunger will feature three maps: Jacques Bridge, Sombre Forest, and Sarlat Farm, each spanning one square kilometer with a large dungeon beneath. Each map will have six weather varieties, from clear noon to foggy noon, sunset, and sunrise, with more dynamic weather to be added post-release. Rea mentioned that the game aims to offer 50-60 hours of content before unlocking the Cauldron, a new area of the Chateau where players can learn one of six professions: three gathering (Scavenging, Conservator, Naturalist) and three crafting (Metallurgy, Gunsmithing, Cooking). Players can master two professions at a time.
The game's narrative is deeply integrated into its world, with lore items like Missives and Maps scattered throughout, categorized as Common, Rare, or Legendary. Extracting with these items lets you read them back at the Chateau, earning XP and piecing together the story of civil conflict sparked by The End, the bacteria causing the Hunger. The developers plan to weave the story further through NPC dialogue, aiming to infuse every aspect of the game with narrative.
In terms of combat, Hunger offers a variety of approaches. Melee combat is silent, allowing for stealth, whereas shooting attracts more zombies. There are 33 weapons, ranging from daggers and pistols to maces and primitive machine guns, with exotic ammo adding special effects. The game also features different types of zombies, such as the Bloater, which explodes into poisonous gas, and the Shambler, which causes bleed damage.
For those who enjoy PvP, Hunger will offer dedicated experiences. Additionally, there's a Mastery Tree with four branches—Physiology, Survival, Martial, and Cunning—allowing players to progress in various ways beyond PvP. Solo and duo play is encouraged, with Rea noting that it's one of the quickest ways to progress in the game. Cosmetics can be unlocked through progression, covering every weapon and bag.
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Hunger will not be free-to-play, which should help maintain its integrity by avoiding pay-to-win elements and battle passes. There will be a "Support the Developers" edition, offering additional cosmetics, priced above the standard $30 edition.
Sessions in Hunger are designed to last between 30-35 minutes, making it easy to enjoy with friends and feel accomplished without feeling tied to a live-service game. Every action contributes to XP gains, ensuring no session is 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.
While Hunger's release is still a ways off, the early build I saw suggests that Good Fun Corporation, known for Hell Let Loose, is crafting something truly unique. Stay tuned to IGN for more updates as the game's development progresses.
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