Fear & Hunger is a roguelike dungeon crawler set in the dark and hopeless dungeons of fear and hunger. Four misfortuned adventurers dwell deeper and deeper to the darkness and uncover the secrets this ancient fortress holds inside. The fortress works as an ancient nexus for different planes of existence. The depths are in an eternal turmoil as both old and new gods struggle for power, it’s up to the players to choose their position and stance in all of this.
The game is developed by Happy Paintings, but that mostly means just me, Miro. I’ve done pretty much all the graphics, writing, game designing, sound designing and a lot of the music too. BUT! There are other people involved in the project too with animations and coding among other things! The full credits can be found in the credits doc. The game is created on RPG Maker MV for PC and MAC.
The darkest and the most morbid fictional world you will encounter
4 different character classes and many additional characters to meet
Randomized, yet handcrafted levels
Turn-based Strategic Dismember Combat System
Graphical art style mixing pixel art with digital painting
Original soundtrack inspired by the works of Akira Yamaoka
The world of Fear & Hunger is VERY dark. THE GAME IS MEANT ONLY FOR MATURE AUDIENCES! Extreme violence and gore are everyday sights in the dungeons and death is actually one of the easier ways to go in the game. The game has drug and substance abuse, heavy sexual themes ranging from full frontal nudity to sexual violence. None of the themes are taken lightly however. They are all part of the world building and there to create the unique atmosphere where the game measures just how far the player is willing to go in order to survive.
The dungeon layout, events, loot and enemy placements are randomized with few different variations to keep things fresh with subsequent playthroughs. The game is designed with the classic trial and error formula, so you can expect to start the game over again and again. But as long as you learn from your mistakes, you can quickly find yourself at the deeper levels of the dungeon. New to the latest version is also the possibility to save your game.
The combat in Fear & Hunger is turn-based akin to classic role-playing games, but with a twist of it’s own. You can target individual limbs of your enemies to dismember them strategically and thus maximize your chances for survival. However, just the same, enemies can also cut off the arms and the legs of your playable characters if you are not careful. All in all, you need to prepare well for every encounter if you wish to stay alive. But don’t forget that running away from threats is often the best solution as well. There are many ways for survival in Fear & Hunger - You can find better equipment, learn different blood and love magic, fuse characters into each other, pray different gods, talk your way out of the battles, meet new party members, shoot enemies from distance, use traps to disable enemies… and so on. The Idea is to use what you got at your disposal and be creative with it.
I can't wait for more, to be totally honest. I love the game and I am a little saddened at the fact that I can't continue playing because I feel like I already found everything there is to find. There are so many secrets which I cannot figure out since only the demo version is available. What's it about the path of mahabre? What can you do with the embryo (artificially created by the black liquid and blood), what about the pinecone? There are many more questions which make me excited for the full game. I hope in the next update I can find this out and figure out how to make my party bigger by more useful characters like the Highlander or the Mercenary.
My experience: 1) I love playing as the Dark Priest because of his necromacy although it frustrates me just more when the revival of the corpses doesn't work out.
2) The crow guy is a tough guy. I remember when I had a full party of the Dark Priest, 2 ghouls and the little girl, and the crow bit all their heads off except for the priest. I managed to kill it, but my party of 4 reduced itself to a one man army.
3) All the different endings and ways you can die are shocking and exciting. It really makes the game special as well. There is so much detail to the game.
Please keep up the great work! Can't wait for the final result :)
Sounds like you've really experienced a lot of the content available!! I always love hearing about people's experiences with the game. Pretty epic victory over the Crow Mauler. Thanks a lot for the nice words!
Hmm.. This sounds troublesome :-/ The game is heavier than your typical RPG Maker games, because there are tons of processes running all the time. That said, the game definitely needs some optimization work done. Hopefully I can find a solution to this.
Hmmm. This is really unfortunate! I can try to look into optimizing some things, but I'm not sure if it's gonna help a lot in the end. My own laptop isn't very powerful and I don't experience any lag, so I wonder what kind of hardware you have?
I find the lack of audio disturbing, but watched it anyway. I usually don't go for the head after hacking off enemie's limb with weapon - the fail chance is too high and you can get hit by enemy on the 2nd turn, i use kiting which i described in your comment section.
Other than that, keep going! You have to start somewhere)
HUGE SPOILER ALERT! DON'T READ BELOW UNLESS YOU REALLY WANT TO.
Ok, I will have one more runa little bit later, but, for now, I'd like to express my emotions and make a few statements. Miro, if you would decide to read the things below, please note - I do not doubt your competence as a game developer, these are my personal opinions and they may be completely ignored.
First of all, Marksmanship skill for Outlander. Nerf it. Enemy Instakills ruin the difficuilty too much. Make them move really slow instead, like they do when they fall for the bear trap in addition to losing one of their limbs.
Second of all, the crude sword that is dropped by lizards. Its ridiculous damage is unhindered by accuracy, so there is no reason to not use it as the main weapon (apart from losing one of the arms). Add a minor accuracy penalty to it. As for the claymore that is given to you by the Pocketcat, i have no issue with it because of the dangerous bargain invonlved, so there is no need to change it in any way.
Third of all, I think this game needs a vendor of sort. The RNG here is just too goddamn unfair sometimes. I'd suggest the creation of an NPC on the 3'rd level (the prisons are too empty anyway) that can give you 1 needed item in exchange for 5 other. His item list excludes: opium powder (the trader near the altar of darkness sells it), cooked food, iron arrows (the trader near the altar sells it), books of any kind (we have Pocket Cat for that), whiskey (strong mind-restorative that is unfair to be given in such a way, ale is fine though), weapons of any kind, competent armor (trash armor is fine, but it must be allowed to be usable in trading), any kind of liquid that can be obtained by filling the glass vial (glass vials themselves should be allowed, though) and no explosive vials too.
Lastly, i'd like to talk about bosses. In the current version, they are too inclined to be DPS races - all you need to do is compile 4 party members and hack away at the torso. With a few exceptions, bosses here are too straightforward - hacking Salmonsnake's limbs off is not as reliable as an all-out attack on the torso (thanks to the overpowered crude sword), same for the cavemother, the head of the wizard is made only to give exposition and to be ran away from with no second encounter and the Crowmauler, oh the Crowmauler, was too disappointing for me.
Maybe that's my problem, but for a guy that is first introduced as this game's pyramidhead, he just didn't live up to my expectations: hacked off his arm and DPSed his torso till he fell. He should be causing the main character hysteria just by being in your sight, teleporting behind you if you ever start to outrun him like he was in the tattered note and, should one decide to face him in battle and not escaping on the first turn (that can easily fail), unleash myriad of debuffs coupled with weak AoE attack to give you slow and painfull death.
The solution for others? Make their torsos' defence much higher and decrease it for a certain percent for each limb hacked off.
For the Salmonsnake specifically - leave its limb attack spams as they are now, but introduce some sort of gimmick to give a player the ability to stop their actions without dismemberment. For example - now, destroying the eye seems to lower the accuracy of attacks for a bit, but it can be made a little bit more interesting - destroying the eye will actually make a battle harder, as opposed to saving, as in doing so you lose the ability to throw a red vial into it and to make it's limbs to do"tries to clean the eye" action for a few turns instead.
As for the Cavemother, the main issue that prevents the player from aproaching the battle carefully is "One Tooth Peck" (uh... sorry, can't remember the exact name) attack - instant limb loss is just too unfair. Make it use this attack only when its breasts are cut off - that way the player will be stimulated to act more strategically by having to pay attention to weak but tolerable cavegnomes.
Whew, that's a lot to read through. Despite the above, traversing the game was really fun. Can't wait to know more... What is the reason the new gods entered the dungeons of fear and hunger? Who is the God of Depth and is he in any way connected to the fifth member of the fellowship? Will Norasmus open up to us and tell what his role in this madness is? And finally, what is the purpose of the girl in this mess?
Man, i hate waiting) But, in the end, it will all be worth it...
I have to totally agree with you on that one, most of your suggestions or as I like to call it "constructive critiscm", are mostly the ones I was gonna ask about. All that lore and the backstory Miro put into the game does mean he/or she is passionate about this "project" but as he said before, he has to deal with his real life situations before he/or she can get to this. Oh and one more thing to add on the table, maybe make the scrolls as a temporary save, or some sort of scroll where you sort of "embed" your memories in the scroll for the time being. I understand how the save oppurtunities are really rare and you have to sacrafice alot for even one slot. Maybe make that save option avalible for a certain time or something. And if you get the chance to add this on steam, give me a free copy ;D
Personally, I don't mind the current save system, as the acqurement of the Book of Enlightment allows to make the game easier if used strategically. For example, getting to Nosramus and using it there as soon as you arrive allows you to generate necronomicons, books of forgotten memories and even light blue potion vials for more convenience.
Also, Kill_Switch-X, may i ask you a favour? Could you write here what your encounter with the book "Passage of Ma'Habre" was like if you ever encounter one? I used it once but i didn't manage to get a good grasp at the location due to the time limit and i have problems generating the book, even by using save-scumming. I really want to know whether it is randomly generated, whether battling spider-torso is worth it and if that place has a boss to beat.
Sure, i first got the passage of Ma'Habre when I wa splaying as the Mercenary, thinking it was just the book Ma'Habere, I didn't think too much about it. When I realized it was a special book, I read it and I got transported to the Ancient City of Ma'Habere. The New Gods spoke to me about how I was gonna be chosen and stuff and i was on my way. I walked around and looted abunch of goodies from the urns and crates. Then I saw that creepy dead spider-person [I later was looking in local files and saw that apparently you can encounter a live one]. I didn't make it that far due to the time limit but I ended up looting those two chests, I did get it twice and just now when I'm playing too, well I usually always get it if I make the coin flip in one of the bookshelfs in the catacombs library, where I'm struggling to recruit the dark priest. Sometimes I belive pocketcat has it
Might be the same as the Altar of darkness - sacrificing party members to it gives nothing in return and praying to the God Of Depth gives no benefit either. Malevolent creatures don't really like to share, it seems. That makes me think - perhaps the Old Gods chose to be unresponsive to humans BECAUSE they stopped making actual requests to them and the new gods, while being presented as the heralds of salvation, provide no actual help at all as they have no wish to squander their newly acquired godly powers.
Also, thanks for the feedback, i'll make a mercenary and try to study the Ma'Habre's layout - I'll try to go deeper ignoring all the chests and barrels and see what it has to offer.
Okay first of all, Fed, I'm really grateful for the time you've spent on the game and the interest you've shown. Reading through your texts has given me a lot to think about.
People got every right to question my competence as a game developer (even if you said that you didn't) because I do a lot of things out of a whim and just for the sake of having some traditional game design breaking elements haha :D And also my game development is very reliant on the feedback I get from you guys. I just throw things together the best way I see fit, without that much game testing, and see what comes out of it. I'm sure every professional game developer would just shake their head if they saw me working on this :D
I'll take your points with Crude sword and Marksmanship and tweak those. As for the vendor - There's probably going to be an option at the beginning of the game where you get to choose an item or another goodie to start the game with. Kinda similar as in Dark Souls. This way the player can strategize a little bit more at the character select screen. Another vendor or something would be good too. You are right that the cells are a little bit too empty as they are now.
Finally, that's some really good insight about the bosses. I'm considering everything you said seriously. Especially the Crow Mauler. He was supposed to be more fleshed out, but I had to nerf some of my plans to get the demo out.
Well, I wouldn't be writing if i wasn't sure that the message would get to you)
Kinda ironic, really - there are a ton of people making bright, colorful games with good morals who turn out to be complete jerks to their audiences, and the person whose creation is a vile, nihilistic and unforgiving experience turns out to be on the good side of spectrum. Life is too goddamn peculiar sometimes...
soooo um eventually i got the knight but i ran into a few problems immeditaley, first of all. The knight was still being attacked by a dead cave dweller, and when I thought it was bugged and left, the dead dweller on the ground somehow glided out of the map, and the frozen cave dweller on the right i had to fight again with its arm cut out, but it really iffed me because once i recruited the knight, i only had 8 hp left and when I died, the game was over, and no book of enlightment in that game session=perma-death/ another few hours of grinding.
My, you are a master at sequence breaking). Personally, i had no problem with these guys - as soon as I aproached the right one ran away (might be due to me having girl and moonless in party), so i just bumped into the one who was attacking and did the battle. After that, the Knight was standing there in her idle animation and after i asked her about "what god do you believe in", the option to recruit the party member appeared (i have to note here that i did pray to All-mer, her god of choice, 3 times before that encounter).
Also, i think you wanted to know where you can get light blue vials. The recipe appeared after i read Alchemilla vol. 2. Although Neco admitted before that vol. 2 is the same as vol.1, i did get 3 recepies other than given by the vol. 1 even though the text was the same. To create one you need 2 blue vials and it heals for 80 hp instead of blue vial's 20. If you haven't encountered the recipe for it in first-floor library, you might wanna check Nosramus - the guy that is protected by spectral knight. He has 2 boookshelves where you can potentially get Alchemilla vol. 2, or even the light blue potion itself on the potion shelf or by checking the pile of bottles near the locked chest. Beware though - the escape chance from spectral knight (both of them) is lower that usual, so kiting him (the one that is lying on the altar) is not reliable. However, the battle becomes pathetically easy if you use an explosive vial.
i found an easier way to get an light blue vial just a few hours ago, [and i beat the game too]. I decided to talk to some of the random mobs around the map, and I learned at least one interesting thing: Instead of fighting Tortur (can't remember name), talk to him first thing in battle and sell out the buckman that's hiding in it's cell, thne you get the key from him and a light blue vial, what a good deal.
So, Kill_Switch-X was wondering earlier if showing love at the altar is possible. Well, had a run not so long ago with my outlander and managed to recruit the Knight. What happened at the altar after i chose the option was... unexpected. I wonder if i should've given it my name, though)))
Hi, I'm here to reporting a bug I found in the game.
I used the explosive vials in one of the fallen fortress near the entrance. This is the area with two fallen fortress near the entrance. I tried to enter the area, but I can't even go to the left. For some reason, there is an invisible wall on that left area which makes me uncapable to procees. I'm curious if I'm the only one with this issue.
Encountered the same problem recently on that rubble pile too. Tried the vial on the nearby rubble pile (the one in front of the starting point) and found out what the issue is - the tiny smoke animation appears to be the part of the event, so it is counted as an unpassable tile. Simple solution - move that "rubble" event down one tile. In case Miro would like to make smoke animation passable, I'd suggest him to make it a separate, "move through tiles" event.
Ok, finally got my hands on the new version. Still having a blast as I was half a year ago. Well, can't say anything new here - after all, the aspects of the game i've mentioned in the comment below are all still there (although, apparently, my excitement towards the resemblance of most dead bodies towards the main character hold true no more due to the introduction of new starting classes), so I'm gonna list some events I've encountered.
1. The Mercenary's sprite becomes invisible after he reemerges from the gore pile. Sometimes. Sometimes the animation of emerging plays as usual and the game goes on as intended, but sometimes, no animation is played and the character appears invisible. The game still functions normally, though. The same didn't happen with other characters for me.
2. The corner tiles on the 3rd level (prisons) are passable - as far as my experience with RPG maker goes, you have forgotten to set these tilemaps to untraversable.
3. Cavegnomes on level 3 can pass through prison bars. Due to the nature of the "pass through tiles" event property, I'd suggest the replacement of the Cavegnomes AI: make them spawn and roam above the black void with the event on, but as soon as they see a player, they, after a 1 second delay, rush to the tile coordinate that the player was spotted on with a speed of 6 (sorry, RPGMXP user here, don't know about other versions). Just as they reach that tile, switch "pass through tiles" off and let them chase you the same way they do now.
4. Ok, so I was recently playing with my Mercenary and decided to sacrifice the girl at the altar. I was given the "Summon blood golem" spell, which i used in the battle against lone dark priest. After winning the battle, i've tried to re-summon the golem again, this time in the encounter with 2 other dark priests. However, after i used the skill the game consumed my HP but refised to summon the blood golem, telling me that "He was already in the party", although he definitely wasn't.
That's it for now, i guess. I'll continue playing and tell if i encounter something else worth mentioning.
Awesome! Thank for the feedback! I'll do something about the bugs mentioned here. I must say your original theory about the resemblance of the corpses was so good that I considered it myself. But multiple characters was my initial concept of the game, so I decided to roll with it.
I'm glad you caught the reference! You're the first one to mention it :D Silent Hill is a big influence on this project.
V4 Seems to be a bit, super fast, if not 2x or 3x faster than what I'd expect - text, movement and top-screen dialogue move at alarming speeds and I'm unaware of how I can slow it down since there's no options menu to increase/decrease it - is this a bug? Seems too fast than what I'm used to from the last version.
Also, bugs found: Defeating a Skeletal monk that has 2 of them fight you, the 2nd Skeletal monk dies when you win the 1st fight? Intentional? Both NPC units died but 1 was left standing upright, but upon using an action key on the enemy, it was a dead body, yet stood.
- Alchemillia Vol1 and 2 are the same and are both Vol1
Hi!! It's definitely not intended to go any faster. It's a bug that was already present in the previous version. The framerate is tied to your monitor's screen refresh rate I belive. Or so I was told. I'm guessing your monitor has 144hz refresh rate?
I just recently discovered this and I have yet to get a solution.
EDIT: I uploaded a version with a tweak. I'm not sure if it fixes the issue though, because I don't have any extra monitors :P I'll have to ask around and confirm this. Sorry for the trouble man! D:
EDIT2: the new download should be okay. At least the animator of the game said his game is running at correct speed now (he had the same problem)
Huh, it seems plowing through miriad of copycats and lazy-ass creators CAN lead to something interesting...
There i was, sitting my day off, looking for a game to bash on in the comment section of the Neco's channel, decided to take a peek at the first part of that game's let's play and... got myself unusually enthralled by this wonderfull game.
This is the part where many might say: "Oh, come on! It's just a small, buggy RPG maker horror demo. Yeah, it looks preety, but it lives on the carcass of trial and error gameplay, try playing THAT for more than a couple of hours!" And, indeed, they will be right. This beast really is hard to handle for the hands of normal gamers for the reason of it's savage nature towards player - win'or'lose coin flips that can potentially decimate the otherwise lucky run, enemy attacks and no-escape-trap-rooms that can do the same, constant reliance on luck in terms of getting restorative items and overall chaotic structure of the gameworld rules are to blame.
The thing is... It all works in the end, at least for me. Yeah, these gamedesign decisions are usually pointed as flaws, but here, they are actually really good supplements to the main source of fun in this game, all thanks to these aspects of narrative:
1. Subtlety is strong in this one - the amount of death-screens one will face is reflected onto the game's world - notice, how almost every corpse you find has a strong resemblance to your own sprite, how every ghoul enemy pleads for death if intimidated all while wearing your distorted face, how, after failing "the save throw", you, completely decimated, can end up in the dungeon full of what looks like copies of yourself. Also, every book you read is dictated to you bo some sort of narrator, who actually tries to convince you that it is what YOU think, without any way to confirm the information yourself... As if the Mercenary (the hero of the game) is nothing but a fragile shell, manipulated into doing what the unknown entity wants.
2. The overall mocking attitude of the game towards the player. So, you want to jump down the hole into the fecal pit? Sure, go ahead. Ooops, you can't get out now. Oh, you've won the coin flip? Here take this book that you already have. My my, you grew confindent enough to engage every enemy on the level? Oh, you've missed once and now you're dead, what a pity! Yeah, this game tries to pull out the rug under your feet, but does so to a certain extend. Breezing through the demo without major loses is very much possible, and is actually satisfying - being able to counter every bullshit the game throws at you makes you switch sides - you become the one mocking the game.
3. Interesting approaches to decision-making. Although few due to the game's shortness, there were some moments that made me really satisfied from the sheer ambiguosity they present. The most notable example is this - at some point, you will be given the option to trade your party-member for some sort of probable benefit. You can get a weapon, and it is really powerfull... in theory. In the end, you are left without a reliable way to dispose of Guard enemies by trading an additional life-saving attack, as said weapon won't kill them outright, and, despite it's much bigger damage, you will still have to rely on dismemberment in order to not die in 1 hit. And you soon find out that your standart sword is as efficient at dismembement as that overkill weapon. Plus, you get it at the end of the demo. Haw, haw!
These three points alone are enough to hook me up on this game and to stay hopefull for it's eventuall full release. This may very well turn out to be the new Witch's house, Mogeko Castle, Middens or Ib and become the first one with the most complex gameplay so far. My hopes are high for this game, and i really wish for it to become more than a demo.
Anyone curiously stumbling on this page should definitely give this game a go - It's punishing like Dark Souls, Darkest Dungeon and has deep lore and difficult but addicting combat - If you like dark indie horror RPG's? You owe it to yourself to play this - I of course can't wait for more content :P I was able to painfully learn the ways of the game that was at first, very punishing, then learning the ropes until I could simply destroy all the Teaser-version enemies - (Can't say I'll be as confident with New enemies that have abilities and deadly attacks that I won't be aware of) - Every new enemy and situation is a new danger that can lead to an untimely death.