In the ever-growing world of extraction shooters, it's challenging to stand out. That's why I was excited to sit down with developers from Good Fun Corporation to get a sneak peek at their upcoming game, Hunger. This zombie-themed first-person action-RPG, powered by Unreal Engine 5, promises to offer a fresh take on the extraction loop genre.
The developers at Good Fun Corporation are keen to differentiate Hunger from the typical extraction shooter, and after seeing an early build, it's clear they're on the right track. While the game's Early Access launch is still on the horizon, the potential for something special is evident.
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Two aspects of Hunger immediately caught my attention: its unique visual aesthetic and the stunning graphics. Game director Maximilian Rea describes the game's look as "Renaissance gothic," which is a fitting description. The game blends first-generation firearms with brutal melee weapons set in gritty, lived-in towns and majestic castles. The use of Unreal Engine 5 showcases breathtaking foliage, lighting, and texture detail, making it one of the most impressive applications of the engine I've seen.
While I couldn't get hands-on with the game yet, the developers shared their vision for Hunger. They aim to combine 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 violence is prohibited. Here, you can interact with other players and NPCs, switch to a third-person perspective, and engage in various activities. You can shop with Piro, a quirky shopkeeper with a metal mask, or manage your stash with Louis, the Stashmaster, who also offers quests. Reynauld, the Expedition Master, with his missing fingers, queues you into expeditions, or raids, where you'll face the game's challenges.
The initial Early Access release will feature three maps: Jacques Bridge, Sombre Forest, and Sarlat Farm, each spanning one square kilometer with a large dungeon beneath. Expect six weather varieties per map, including clear noon, foggy noon, sunset, and sunrise, with more dynamic elements planned post-release. Rea aims for 50-60 hours of content, after which players unlock the Cauldron, a new area in the Chateau where they can learn one of six professions. These include three gathering professions (Scavenging, Conservator, and Naturalist) and three crafting professions (Metallurgy, Gunsmithing, and Cooking), with players able to have two professions at a time.
The game's narrative revolves around a civil conflict triggered by The End, a bacteria causing the Hunger. Players can uncover lore through Missives and Maps, which come in Common, Rare, or Legendary forms. Extracting with a Missive allows you to read it back at the Chateau for XP, and collecting all pieces reveals the full story. The developers plan to weave the story into every aspect of the game, including NPC dialogue.
Hunger features different types of zombies, each with unique qualities. Going melee-only offers the advantage of stealth, while shooting attracts more zombies. For example, the Bloater explodes into poisonous gas, while the Shambler causes bleed damage. With 33 weapons available, ranging from daggers to primitive machine guns, players can find exotic ammo to enhance their arsenal. Dedicated PvP experiences are also planned, alongside a Mastery Tree with four branches: Physiology, Survival, Martial, and Cunning, allowing for diverse progression paths.
Hunger supports solo and duo play, with Rea emphasizing that these modes are viable and even advantageous for quick progression. Players can unlock cosmetic rewards by leveling up and defeating bosses, with options for every weapon and bag.
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Hunger won't be free-to-play, which should help maintain its design integrity without pay-to-win elements. There won't be any battle passes, but a "Support the Developers" edition will offer additional cosmetics for a price above the $30 standard edition.
Expeditions in Hunger are designed to last around 30-35 minutes, making it easy to play a session and feel accomplished without being tied to a live-service model. 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 explained.
While Hunger is still some time away, the early build shows promise. The team behind Hell Let Loose is crafting something unique, and we'll keep you updated on IGN as development progresses.
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