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HungerNewsHUNGER Tech Test 3 - 29th June - Patch Notes
Community

HUNGER Tech Test 3 - 29th June - Patch Notes

Hunger · published 25 Jun 2026, 14:42 UTC

All newsPlayers around this dateRead on Steam

Before diving into the changelog, we’d like to thank everyone for their patience.

We know Tech Test #3 has been a long time coming. The reality is that much of our work since Tech Test #2 has been focused on infrastructure, matchmaking, backend systems, anti-cheat, optimisation, and the countless technical foundations that are essential for a game like Hunger. These are not always the most visible improvements, but they are among the most important.

As with our previous technical tests, participant numbers and distribution throughout Tech Test #3 are being guided by the specific systems we are evaluating. Factors such as regional coverage, matchmaking behaviour, server performance, latency, and overall platform stability all influence how the test is structured. The purpose of Tech Test #3 is to gather the data necessary to validate and improve these systems under real-world conditions, ensuring we can continue building towards larger-scale testing in the future.

Our goal has always been to ensure that when players enter Tech Test #3, they do so on the strongest foundation possible. We fully expect to encounter issues throughout the test - that is, after all, one of the reasons we run large-scale tests - but our objective is to identify and resolve those issues as quickly as possible while gathering the information we need to continue improving the experience.

We’re also excited that the community will finally have the opportunity to show Hunger publicly. For many people, this will be the first real chance to see the game and begin forming their own impression of what Hunger is. While Hunger is often viewed through the lens of its combat or extraction mechanics, its identity is rooted in something broader: a multiplayer RPG experience built around progression, exploration, professions, crafting, reputation, and long-term character development. We’re looking forward to seeing players discover those systems for themselves.

Ingame Tutorial

For those who have participated in previous tests, we ask that you help create a welcoming environment for newcomers. Every new player who joins the community strengthens the future of the game, and Tech Test #3 will likely be the largest influx of new players we’ve had so far.

Throughout the test, the team will be actively monitoring feedback, performance, server health, balance concerns, and bug reports. We will continue working throughout the test itself and remain focused on addressing issues as quickly as possible.

Once Tech Test #3 concludes, much of our attention will shift towards polishing, optimisation, bug fixing, and addressing the issues and feedback that emerge from the test. At the same time, we will continue preparing for Open Beta and launch.

Alongside that work, parts of the team have already begun development of the content that will form Hunger’s first major post-launch update. In the months ahead, we’ll share more about our long-term plans for the game, including a roadmap outlining what players can expect after release.

For us, launch is not the end of development. In many ways, it is the beginning. We intend to continue expanding the World After the End long after release, adding new content, systems, locations, stories, and challenges for players to discover. There is still a great deal of work ahead of us, and we’re grateful to everyone helping us shape that future.

Don’t forget to join the Discord for all the relevant information. Thank you for being part of the journey. 

We hope you survive your time in the World After the End.

GOOD FUN CORP

Tech Test #3 Patch Notes

There have been tens of thousands of changes since Tech Test #2. While not exhaustive, the following represent the most significant additions, improvements and fixes included in Tech Test #3.

Known Issues

The following issues are already known to the team and are being investigated:

  • On rare occasions, the note required for Louis Quest 8 - A Sombre Revelation may not appear correctly.

  • AZERTY keyboard users may experience issues with dodge functionality after rebinding controls.

  • Character models may load in segments on the character selection screen.

  • Minor movement glitches can occur with Hunger enemies in specific locations.

  • Some collision inaccuracies may be encountered in certain areas following our extensive optimisation pass. Additional polish and fixes are ongoing.


General

  • Added new boot flow sequence.

  • Added a completely new tutorial experience with updated guidance and prompts.

  • Added various in-game cinematics.

  • Implemented an advanced matchmaking system.

  • Added additional graphical and gameplay settings.

  • Continued optimisation across the entire game.

  • Improved network performance and stability.

  • Added dismemberment for AI enemies.

  • Implemented anti-cheat protection.

  • Various bug fixes and stability improvements.

  • Abel has been renamed to Otto (because he’s Prussian).


Château & NPCs

  • Revamped the Château layout.

  • Expanded and revised story and repeatable questlines.

  • Removed the gear requirement for Louis' free Pricker weapon.

  • Increased starting Stash capacity.

  • Increased bag slot rewards gained through Louis reputation progression.

  • Reduced Profession learning costs.

  • Revamped NPC icons and indicators.

  • Added early work-in-progress greeting and farewell voice lines.

  • Vendors now stock essential items more consistently.

  • Updated Hector's visuals.

  • Continued development of Area 02: The Cauldron.


HUD & User Interface

  • Revised level-up presentation and UI.

  • Added additional notifications and feedback systems.

  • New main menu presentation and updated player screens.

  • Added dropped loot bag indicators.

  • Added item bookmarking.

  • Added drag-and-drop functionality.

  • Added inventory shortcuts.

  • Added warnings when Primary or Unequipped weapons are unloaded.

  • Revamped numerous HUD icons including melee and ping indicators.

  • Added Expedition start banners.

  • Added a new end-of-round screen and early work-in-progress combat log.

  • Compass now displays extraction distances.

  • Studied maps now display active extraction locations.

  • Studied maps now display player position and orientation.

  • Added hitmarkers when damage is negated.

  • Added hitmarkers when breaking an opponent's block.

  • Added extraction interaction prompts for dirigibles.

  • Numerous usability improvements throughout the interface.


Combat

  • Added Dodge mechanics (Left Alt + movement direction).

  • Conducted a major weapon balance pass.

  • Added staged reload systems.

  • Revamped melee combat.

  • Introduced the Energy system and associated Masteries.

  • Added feinting mechanics.

  • Rebalanced attack, block and Energy timings.

  • Players can now block while exhausted, with reduced effectiveness.

  • Players can now perform light attacks while exhausted, at reduced speed.

  • Improved blocking behaviour and responsiveness.

  • Revised bullet penetration values.

  • Players can now vault while exhausted, at reduced speed.

  • Unexploded Bloats will now detonate when shot.

  • Equipping chest armour now requires 10 seconds.


Progression & Crafting

  • Revamped Mastery Trees with new Masteries.

  • Continued balancing of existing Masteries.

  • Improved crafting and refining workflows.

  • Expanded gathering resource nodes across all Professions.

  • Added new character, equipment and weapon cosmetics.


Audio

  • Added additional environmental sound effects.

  • Added eating and drinking sound effects.

  • Implemented functional audio sliders.

  • Added additional Château and Expedition music.

  • Conducted a technical audio balancing pass across the game.

  • Added new weapon reload and handling sounds.


Visuals & Animation

  • Improved lighting and atmosphere across the game.

  • Added a foliage wind system.

  • Added facial animations to the main menu.

  • Improved player movement animations.

  • Continued visual polish across environments and points of interest.


Quality of Life

  • Shop prices are now displayed per item rather than per stack.

  • Players automatically extract if they are inside the extraction zone when the Expedition timer expires.

  • Added an Unstuck command.


World, Environment & Lore

  • Improved map layouts and points of interest.

  • Improved visual quality across many locations.

  • Expanded and decorated dungeons across all maps.

  • Added functional lifts to traverse large structures.

  • Added new Dreg variants with updated loot pools.

  • Expanded and rebalanced loot distribution.

  • Added a large number of new missives and lore entries.

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