Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
HungerNewsMissive II - Cosmetic Schemas
Community

Missive II - Cosmetic Schemas

Hunger · published 23 Oct 2025, 15:00 UTC

All newsPlayers around this dateRead on Steam

What Are Cosmetics

Cosmetics are ways of permanently altering the appearance of your character, their weapons, and their carried equipment.Each can be applied to distinct categories - such as character outfits, weapons, and bags (including hip bags, back bags, and weapon bags).

Cosmetic Categories

Weapon Cosmetics

In time, additional item types will receive cosmetic support - to be revealed in later updates.
At present, Hunger includes more than 70 distinct cosmetics. They are built to reflect the materials, wear, and strangeness of the World After the End.

All cosmetics in Hunger are permanent. Once crafted, they are bound to your account forever and will never be wiped. They can also be applied at will. Once applied, it will stay until you either remove it or apply a new one.

We will continue to expand the cosmetic library after release, adding new cosmetics that both enrich the look of your character and deepen the storytelling of the world itself. Each cosmetic is a fragment of history - a trace of a person, place, or event, told through design.

Some examples are included below.

Eva - Prestige I: Mademoiselle Rouge


What are Schemas?

Every cosmetic begins its life as a Schema - a craftable blueprint representing the knowledge of how to create it.

We offer fair warning - Schemas behave like any other inventory item until redeemed.

If you found, plundered or looted a Schema in an Expedition - be warned - until you reach the safety of the Château, they remain part of your carried possessions - and thus, may be taken from your body.

To use a Schema, you must return to the Château.Once in the Château, using a Schema consumes it and permanently adds it to your Appearance Menu.

The cosmetic must then be crafted to be able to apply it.All discovered cosmetics are account-wide: however, Character cosmetics appear only on the menu of the matching hero.

Marie: Matriarch Cosmetic


How do I find Schemas?


You might acquire a Schema by:

  • Levelling up your character.

  • Completing quests for NPCs - from storylines to rare daily, weekly, or monthly tasks.

  • Unlocking situational questlines hidden behind specific choices or other NPC progressions.

  • Simply finding them in the world: tucked into a bundle of firewood, lodged behind a desk, or hidden in a roadside crate.

  • Looting bosses or rare enemies, including certain Hunger that guard unique rewards.

  • Prestiging a character.

  • Stumbling upon unique fixed locations with low-chance spawns, such as a bedside table in a ruined farmhouse that might, just once, yield something extraordinary.

  • Purchasing Schemas from rare vendors, using in-game currency or tradeable resources.

  • Purchasing Schemas from other players through the in-game Auction House (which will be introduced during Early Access), using in-game currency or tradeable resources.

  • Purchasing Schemas as paid content, which will be introduced after Early Access to help sustain and expand Hunger long into the future. Schemas bought with real money will already be applied in the Appearance menu. They will need to be crafted but cannot be on-sold within the game.

War Axe Cosmetics

War Axe: Sacrament Cosmetic


Crafting

Once you’ve returned to the Château and used the Schema, the cosmetic will be ready for you to craft. You can craft this cosmetic over time, and ingredients can be drawn from your Inventory and Stash.Clicking an ingredient commits it permanently to the recipe - it cannot be reclaimed.

The system dynamically tracks progress, showing which ingredients remain. Once all are gathered, the Craft button becomes available. You can also choose to bookmark ingredients to allow you to keep easier track of any particular Schema you’re compiling.

Crafting finalises the cosmetic - transforming knowledge into ownership.
Once crafted, it is yours forever, bound to your account and available to every eligible character. Even if you perish in an Expedition, you shall still retain the cosmetic.

Cosmetic Crafting


Duplication & Trade

If you already possess a discovered Schema, you cannot redeem another copy.
Such items retain trade value - sell them instead.

Dagger: "Misericorde"


Design Intent

We understand that in most games, cosmetics are either purchased directly or awarded automatically for completing achievements. In Hunger, we wanted to take a different approach. Cosmetics are not just aesthetic choices - they’re tied directly to what players do in the game.

Like any strong RPG system, character appearance should reflect a player’s performance, choices, and capability. The goal was to make cosmetics feel earned - a reflection of experience, not simply ownership. 

Cosmetics in Hunger are designed to be earned, crafted, and permanent.They exist as artefacts of understanding that players discover and construct through play.These are the main ideas that drove our design of this system:

  • Expression: Cosmetics are an avenue for creative and narrative expression. Each piece contributes to worldbuilding through its design, material, and lore context.

  • Permanence: Once crafted, cosmetics are permanently bound to the player’s account. They are never wiped or lost between seasons. In effect The Appearance Menu acts as a persistent record of a player’s progression - tracking what they’ve learned and unlocked over time.

  • Skill: The ingredients required to craft cosmetics are often tied to meaningful gameplay challenges - such as defeating specific Hunger, completing difficult encounters, or reaching remote locations. Acquiring a cosmetic is as much a measure of skill and persistence as it is luck or exploration.

  • Process: Discovery and crafting are distinct steps. Players must first find the Schema, then gather materials to complete it. We wanted it to be a core part of our Extraction gameplay loop, rather than something done afterwards or with a different system.

  • Economy: Duplicate Schemas retain value through trade. Schema ingredients will also take on specific value depending on the perceived value of the cosmetic that they craft.

  • Longevity: After Early Access, some Schemas will also be available as paid content to help support ongoing development and ensure Hunger can continue to grow.

  • Identity: Certain Schemas are map- or activity-specific, acting as markers of playstyle and achievement. They help tell the story of how each player has experienced Hunger.

Abel: Cosmetic Concept Art

Like all systems in Hunger, we approached this from the perspective of an RPG (permanent character appearance changes that reflect in-game action/discovery/achievement) and then worked to make it a core part of our Extraction loop. We’re excited for you to experience it for yourselves in the coming tech test.


Wishlist Hunger to follow the journey and join our upcoming tests.
JOIN THE COMMUNITY

More from Hunger

Other announcements

All news
Community4 Sep 2026Missive XIII - Extraction + Development UpdateHello Living, Today we want to talk about Extraction - how you get out of an Expedition, how extraction balloons appear in the world, and some of the systems we've built to make leaving the map a meaningful part of the experience rather than simply reaching an exit and disappearing. We've also made several changes to extraction following Tech Test 3 , particularly around how the extraction time…Community7 Aug 2026Missive XII - The Expedition Map + Development UpdateHello, Living. Beyond the relative safety of the Chateau, the world still turns - albeit just barely. Through Reynauld’s map , you may step beyond its walls and take part in an Expedition : a journey into the mainland’s scattered ruins in search of what the old world left behind. Choosing Your Next Journey The Expedition Map is your gateway to the world beyond the Château. Through Reynauld's ma…Community10 Jul 2026Missive XI - Vendors + Tech Test 3 SummaryTech Test 3 Summary Hello, Living. First, thank you to everyone who joined us during the Technical Test, and to everyone who has already signed up for the Open Beta. The response has been incredibly valuable. If you haven't already, please consider wishlisting Hunger on Steam. It makes a genuine difference to the project and helps us continue building the community ahead of Early Access. As we'…