Update log
Full HUNGER update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hello, Living.
Extracted changes
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In Hunger, most close quarters melee vs melee fights are not lost because of numbers alone. They are lost because of resource mismanagement. Players overextend, panic, or commit too early, and arrive at the critical moment without the capacity to respond or defend.
Two underlying systems govern this outcome: Stamina and Energy. They serve different purposes, recover under different conditions, and are designed to create meaningful trade-offs between movement, aggression, and defence. Understanding how they interact is fundamental to surviving close combat.
We began the process of building Hunger’s melee combat by starting simple, as crucially the presence of firearms in the game drastically alters the way we can make melee viable. We didn’t want to just look at melee-only FPS slasher games and spend lots of time building something similar, only to discover that it was irrelevant in light of the combined arms aspect of Hunger. In effect, we didn’t want to create too many “Indiana Jones” moments.
We feel that what we’ve arrived at now mixes complexity of the slasher FPS that creates depth on melee vs melee, but is also viable when going up against firearms in close range (and also giving you the capability to close that gap). We’ll describe some of the core systems below, but please be aware that we are continuously refining and tweaking the melee experience.
Stamina - Movement and Traversal
Stamina governs movement and traversal. It is consumed by sprinting, jumping, and vaulting - actions that allow you to reposition, disengage, or create space under pressure. The goal of Stamina is not to restrict movement, but to make it intentional.
Players who manage Stamina well dictate tempo and spacing across a region. Players who burn it carelessly lose options, arrive late to engagements, and struggle to recover once pressure is applied. Stamina regenerates when you are stable and grounded, rewarding pacing and restraint rather than constant motion. You can affect Stamina gain rate, consumption and more with Masteries, Food, Drink, Trinkets and other items.
You will tend to find most melee builds necessitate efficient Stamina management, whereas firearms specific builds often need to sacrifice it to achieve different efficiencies.
Energy - Melee Combat Control
Energy governs melee combat. Every attack and every block draws from the same pool, representing physical exertion during close-quarters fighting. Aggressive play that ignores Energy costs will slow weapon handling, weaken defensive coverage, and gradually hand control of the exchange to the opponent. Losing all your Energy makes you Exhausted, causing slow attacks and inefficient blocks. You can still fight, but you’re likely to be quickly bested by someone who has managed their Energy more efficiently.
Energy only regenerates when pressure is released. Attempting to fight continuously through exhaustion prevents recovery and accelerates collapse. In practical terms, Stamina determines whether you can enter or exit a fight. Energy determines who controls it once you are there. Energy can also be manipulated with Masteries, Food, Drink, Trinkets and other items. Critically, it is also affected by the type of weapon you’re fighting with.
Committing Versus Holding
A core design principle is the distinction between committing to an action and holding it. Charged heavy attacks are powerful, but holding a heavy attack without releasing it drains Energy before any value is gained. Initiating a heavy and then missing the target is inefficient and deliberately punished.
Heavy attacks are most effective when used decisively. Initiating an attack early and hesitating creates fatigue without pressure and leaves you worse off than if you had waited.
Blocking follows the same logic. Blocking is a survival tool,
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