Extraction shooters have become increasingly common, making it harder than ever for new titles to carve out a unique identity. That’s exactly why I was excited to connect with the team at Good Fun Corporation to get an exclusive sneak peek at *Hunger*, their upcoming Unreal Engine 5-powered first-person action-RPG that blends zombie survival with an innovative extraction loop.
Unlike many games in the genre, Hunger isn’t content being labeled as just another extraction shooter. Based on what I saw during a demo of an early build—still far from its Early Access launch—the game is shaping up to be anything but generic. While the team wasn't ready to share a concrete release window, the level of polish and ambition already visible suggests they're aiming for something special.
Hunger – First Screenshots
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Two aspects of Hunger immediately grabbed my attention: its striking visual design and raw graphical fidelity. The game’s art direction, described by director Maximilian Rea as “Renaissance gothic,” blends early firearms with brutal melee weapons across environments ranging from grimy villages to majestic castles. Powered by Unreal Engine 5, the level of detail in foliage, lighting, and textures is nothing short of breathtaking—one of the most impressive uses of the engine I’ve seen so far.
Of course, visuals alone don’t make a great game. When asked how Hunger plays, I couldn’t take the controls myself just yet, but the hands-off demo hinted at a carefully balanced experience. The team aims to combine the accessibility of ARC Raiders with the depth of Escape from Tarkov. Players start in the Outer Ramparts—a peaceful hub zone within the Chateau where players and NPCs can interact without fear of violence. Like Destiny, you can switch to third-person here, though combat always takes place in first-person.
In the hub, you can visit Piro, a quirky shopkeeper who wears a strange metal mask and carries his wares on a tray like a 1920s cigarette vendor. You can also manage your stash with Louis, the Stashmaster, or queue into an expedition with Reynauld, the Expedition Master—who bears the scars of past zombie encounters.
The initial Early Access release will feature three maps: Jacques Bridge, Sombre Forest, and Sarlat Farm. Each spans one square kilometer and includes a large underground dungeon. Expect six weather variations per map, including clear noon, foggy noon, sunset, and sunrise—with more dynamic conditions planned post-launch.
Rea shared that the team is targeting around 50–60 hours of gameplay before unlocking the Cauldron, a new section of the Chateau where players choose their profession. There are six professions total—three gathering (Scavenging, Conservation, Naturalism) and three crafting (Metallurgy, Gunsmithing, Cooking)—and players can select two at once.
The game's lore unfolds through collectibles like Missives and Maps, which range from Common to Legendary. Extracting with these items allows you to read them back in the Chateau and unlock XP-based quests. According to Rea, piecing together all story elements reveals the full narrative of Hunger, which is further enriched by NPC dialogue. “We try to infuse every aspect of the game with story,” he explained.
Zombies in Hunger, referred to as the Hunger, come in various forms. For example, the Bloater explodes into toxic gas upon death, while Shambler hits cause bleed damage. Going melee-only keeps you silent, whereas gunfire attracts more enemies due to the noise it generates.
The game features a total of 33 weapons, including daggers, pistols, rifles, maces, and primitive machine guns. Exotic ammo types offer additional damage effects, and dedicated PvP modes will cater to competitive players. A Mastery Tree system allows progression from level 10 to 100, with points distributed across four categories: Physiology, Survival, Martial, and Cunning—ensuring multiple paths to success beyond PvP.
HUNGER by GOOD FUN CORPORATION
TBA 2025
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Solo and duo playstyles are viable, and Rea emphasized that playing alone isn’t a disadvantage. In fact, it may be one of the fastest ways to progress. Cosmetic rewards are unlocked through leveling up, boss kills, and other achievements, with options available for every weapon and bag.
Importantly, Hunger will not follow a free-to-play model, avoiding pay-to-win pitfalls. There will be no battle passes, though a "Support the Developers" edition is planned, offering extra cosmetics at a premium over the $30 base price.
Rea noted that expeditions can last as little as 30–35 minutes, making Hunger ideal for quick sessions with friends before calling it a night. Even if you die, all actions contribute 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 said.
Though still in development, Hunger shows immense promise. The team behind Hell Let Loose is clearly building something fresh and exciting. Stay tuned to IGN for more updates as the game progresses toward release.