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Dark Souls and Hades combine in bloody new Steam roguelike

While I, like almost everyone else, absolutely adore Hades, a part of me has always been looking for something a little darker. Of the thousands of roguelike games that it has spawned, I've never managed to find something that's combined the darkness of games like Diablo and Dark Souls with the ever-changing, constantly upgrading combat of Supergiant's 2018 behemoth - until Hordes of Hunger, that is.


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Hordes of Hunger Announcement Livestream

[h3]Are you ready to gaze into the gaping maw of the vicious beasts that threaten to devour you?

Following our big gameplay trailer reveal at Future Games Show, we wanted to showcase a bit more gameplay footage in this pre-recorded livestream. We hope you'll this morsel will satiate your appetite for Hordes of Hunger 🍖[/h3]

https://store.steampowered.com/app/2157710/Hordes_of_Hunger/

[h3]Want to get your fill on the latest news? Join our Discord to sink your teeth into some exclusive content.

Don’t forget to wishlist us, and follow us at @hordesofhunger to stay up to date on the impending darkness.[/h3]




First-Look Gameplay Trailer and Our New Publisher

[h3]The time of famine is over. Prepare to feast!

Feast your eyes on our first ever gameplay trailer, that is. [/h3]

https://store.steampowered.com/app/2157710/Hordes_of_Hunger/


The Beast and its ravenous hordes emerged from the sea and stripped the land bare. Only Mirah stands in their way.


Hordes of Hunger is a roguelite arena-slasher where you'll fight for survival against ever-intensifying waves of monsters. Create your loadout from a range of weapons and special attacks, then gain new abilities in each run to fine-tune your build. Complete quests and rescue others from the onslaught to gain resources and uncover the mysterious origins of the evil you face.


Check out our first ever gameplay trailer below 👇


[previewyoutube][/previewyoutube]


We’re also excited to announce that we’ve partnered with UK-based publisher Kwalee to release Hordes of Hunger!


[h3]Want to get your fill on the latest news? Join our Discord to sink your teeth into some exclusive content.

Don’t forget to wishlist us, and follow us at @hordesofhunger to stay up to date on the impending darkness.[/h3]




Hordes of Hunger - DevBlog 3.0

[h2]Welcome to the third installment of the monthly dev blog of Hordes of Hunger[/h2]

Last time we talked about the process behind designing player’s combat options and how they are interwoven with the design of the enemies.

Today, we will continue this train of thought as we share with you our newest developments regarding gameplay and player actions.

As you know from our previous dev blogs, in Hordes of Hungers players will have to deal with enemies that fall into two categories: Specialists and the Horde. In this section we would highlight our design process behind design combat vs multiple entities.

The promises of safety within the city's wall now ring hollow and impotent.

[h2]Culling the hordes[/h2]

In Hordes of Hunger you have to constantly think on your feet and be in the combat flow in order not to get overwhelmed by the horde. Therefore, we wanted to give the players a wide range of tools to deal with it in their preferred way. Locking area of effect damage behind certain skills was out of the question as it would disrupt the tempo of the game, so we have settled on imbuing basic attacks with a different degree of area of effect damage.

During playtests this solution quickly became a clear winner, as it yielded the result that we have desired - players finally had the fluidity to express themselves through glorious carnage!

Players who prefer to stay mobile gravitated towards Dash Attacks, that dealt small amounts of AoE damage to in their path, and utilized Jump attacks to nuke clumps of enemies. More defensive oriented players preferred to utilize the parry system to unleash powerful sweeping counter-strikes that dealt a high amount of damage over a wide range.

Once we have nailed this system, we began developing skills, upgrades that would augment these emerging gameplay styles. Such as:

  • The ability to pull enemies towards you and clump them.
  • Making a lighting bolt strike your landing zone after each Jump Attack.
  • Devastating flame attack that charges each time you finish a sword combo.
  • Defensive shield that allows the player to take a breather between parrying strikes.

To sell this power fantasy and the plethora of changes we of course need a lot of new VFX and animations. But rest assured, they are already underway.

[h2]The Cauldron[/h2]

Whether it made the cauldron its home or it grew inside it matters not. What matters is avoiding whatever comes outside of it.

Cauldrons are skittish creatures that avoid direct confrontation by tucking their bodies inside the pot and rolling away. However, this does not mean that they are harmless, it just means that they prefer to kill from afar by spewing toxic bile. They never stay in one place, so hunting them down might be a challenge, but if the alternative is getting melted by their projectiles - then the choice is simple.




[h2]Realms Deep[/h2]

Hordes of Hunger is taking part in Realms Deep this year, make sure to check their website and don’t miss the transmission as we have more Hordes of Hunger queued right up for you.



[h2]Have fun during the event![/h2]

Hordes of Hunger - Dev Blog 2

Welcome to the second installment of the monthly dev blog of Hordes of Hunger


In our previous development log, we have shared with you our retrospection on taking the first steps in making Hordes of Hunger alongside the decision that has taken us to where we are now.

In today’s dev blog we would like to shine more light on our approach to gameplay design and how it is interwoven with the design philosophy of enemies in Hordes of Hunger.

The welcoming warm light of the keep casts a perplexing contrast over the deceased prisoners displayed at its foundation.

[h2]Player Actions and Enemy Interactions[/h2]

Last time, we revealed our first Specialist enemy, the Exploder. To reiterate for our new readers, enemies in Hordes of Hunger fall into two categories: the Horde and the Specialists.

The Horde: types of enemies here are easily disposable, but come in huge quantities; while a single entity does not pose much of a threat, the sheer amount of these meager adversaries may restrict the player’s movement and even entrap them, in which case they can chew through the player’s health bar in no time

The Specialists: singular and considerably stronger entities that have a much wider set of abilities and moves; the main purpose behind these enemies is to challenge the player, to reconsider their strategies. Additionally, the Specialists also interact with the Horde in both harmful and positive ways.

So now that we all know what we’re fighting against, let’s investigate how we will be fighting them and defending ourselves against the attacks.

The player has a wide range of offensive and defensive options available, While you can engage the horde on your terms and dictate the engagement, this is not always true with the Specialists. A great example of such an encounter is fighting the Shieldbearer.

A bulwark stood before me, a memory of a soldier long slain,
still holding its shield and ground.


This creature is defined by its shield, which makes it impervious to light attacks. To break its defensive posture, the player will have to employ heavy attack. Once its defensive stance is broken, the Shieldbearer becomes vulnerable to all types of attacks.

The Exploder and the Shieldbearer are just a small portion of the Specialists that you will encounter in Hordes of Hunger. How many of them? At the launch of the game, we are aiming at having around 30 of them, if not more.



[h2]Experimenting With Inputs[/h2]

During our initial development steps, we were experimenting with setting light and heavy attacks, and we have decided on auto-fire, which means that as long as you are holding the mouse button, the character will continue the string of attacks in perpetuity.

In this model, we focus on rewarding the player for mixing the strings of combos. For example, the opening strikes of light and heavy attack chains will be noticeably stronger and will have a farther reach.

However, during the extensive testing, we found out that some players do find it as satisfying as had intentionally thought. Therefore, we have decided to keep the attack per click option available as well.

We had a similar dilemma, regarding side step and dash. At first, dash was activated as a result of a double tap of side step, but some players appeared to intentionally ignore it. So we have created a separate binding for dash, keeping the double tap mode as well.

In general, we want players to customize the moment to moment gameplay as much as possible. Therefore, we have decided on leaving all the QoL and Input issues up to alterable parameters, so that the gameplay can be adapted to any player’s style.



[h2]That’s is all for today's dev blog![/h2]
[h3]Make sure to come back next month for another episode of our development news![/h3]