Reviews from

in the past


Il più grande pregio di questo gioco è l'aver creato una così tanta alta quantità di contenuto a livello sia di design che di scrittura da aver formulato una propria completa e coerente mitologia che è il punto fondante su cui continui a giocare fino in fondo seppur il gioco (con il sistema della monetina) sa essere ampiamente infame. A prescindere però vorrei dire di superare il timore della difficoltà, è solo per novizi, dopo un paio di ore (o magari con mezza info su qualche nemico) si capisce che per battere i nemici bisogna banalmente colpire la parte debole.

is the cure to male loneliness to become a godslayer?

Du coup on avait pas besoin de Legarde.

the atmosphere this game creates is actually so amazing, the music, setting, enemy design and lore are all incredibly well crafted. the gameplays definetly unfair, but it works to the games advantage by further increasing the feeling of hopelessness. the way the gameplay and story work together in this game is actually perfect. theres so much more i could say but i cant put it into words you just have to play it and you will know what i mean


Fear & Hunger is an incredible mixture of RPG and horror with lite roguelike elements. Your bones will be broken, limbs sawed off, spirit crushed, eyes pecked out, and life force siphoned out of you - and you will love every second of it.

This game is exceptionally punishing and unforgiving, to an almost unfair degree. Nearly every encounter can end with your untimely demise if you dare to take so much as even one wrong step, or if luck simply turns away from you. Every resource is scarce and darkness is pitch-black. But this game is not purely unfair - there is always a possibility for success, however you will need a lot of trial and error to know how to properly navigate dungeons of fear and hunger. This game is specifically designed to induce dread and suspense into the player using game mechanics, and it does not shy away from the most cruel and low ways to do it. It is designed as a macabre puzzle for you to throw yourself onto its bloodied spikes again and again, to constantly make new characters and lead them to their doom. And this is beautiful - there are very few games that can achieve THIS level of tension, even if at the expense of some convenience. Art, sound design and storytelling of the game is also very good and enhances these feelings.

There are downsides to this harshness - the game really loves to waste your time due to easy deaths and restricted saves, but I think it's forgivable, considering how strong its good qualities are.

This is a must-have for anyone interested in dark, morbid, unconventional and just weird games.

This is a splendid mix of dungeon crawling and survival horror. As brutal as this game may be, it is not impossible to overcome the extreme adversity thrown at you, it is just a matter of learning how to play the game correctly. A morbid and fascinating world filled with enticing lore awaits those brave enough to make this journey. This is one of the greatest games that I have ever played.

i am NEVER going to france bro what the FUCK is this

(TW for graphic violence of every kind and nudity of the type you wouldn’t want to see. This is an 18+ game.)
There are two types of ways to make a game difficult. The first way is to have the player overcome the challenge by requiring skill and mastery of the mechanics. The second way is to make it cruel and brutal, like putting very few checkpoints or having to rely heavily on luck. Fear & Hunger is the second by a lot. It’s an uncaring and depraved game that doesn’t mind wiping your entire party from a single mistake and then showing you get mutilated by your captors. It’s all presented with RPG Maker graphics, so it's mostly left to the imagination, mostly. That doesn’t mean that the game is lacking visually. The art style keeps you on edge as it makes everything look unwelcoming, even normal humans look uncanny and macabre.
Overall, I would recommend it to fans of the horror genre who want something a little more unconventional, but still terrifying. I warn you, though, that the trigger warning is there for a reason. Also, there is a censor mod out there if you don’t want people asking questions.

Story
Surprise, Fear & Hunger is the name of the dungeon. You get to pick from multiple characters, that all go to that dungeon searching for a king that has been captured there. As you descend deeper, you will uncover the cruel, twisted nature of this world.
The story’s tone and presentation are on the same level as the rest of the game, e.g., depraved.

Mechanics and gameplay
I don’t know whether it’s made on RPG Maker, but it sure as hell plays like it would. There are some changes, that set it apart. For instance, the game isn’t even an RPG. Killing enemies for the sake of killing is pointless, as you get no exp, and there isn't any way to level up your character. Still, you can find better equipment and learn new skills, but they are few and far between. Another change is that during combat, you can select which of your foe's limbs to attack and thus amputate. This goes both ways – you may encounter an enemy that you’ve faced many times, only to get unlucky and finish the fight with no legs.
Indeed, luck plays a big part in your success in the dungeon and the game is well aware of that. So much so that a critical mechanic is the coin flip. At times, you will have to pick heads or tails. Pick correctly and everything is fine. Pick incorrectly and all your limbs disappear, or you get decapitated, or any other dishonourable way to meet your end.
I understand that without its brutal gameplay, F&Hs wouldn’t work so well. However, I can’t deny that at times I was getting quite impatient with the constant restart, just so that I could be lucky enough to get past a certain encounter. I feel like my enjoyment would be much higher if I had someone next to me who has already played, nudging me in the right direction.

Graphics/Artstyle
As I said before, the unwelcoming feeling that the game instils in you is no small part thanks to the art style used. Everything is twisted into a macabre version of itself.
Also, praise has to be given to the unique designs of the various creatures in the dungeon. Never did I expect to be scared of a man with a crow head.

Atmosphere/Immersion
There are multiple endings in F&H, but simply escaping isn’t one, doing that just gives you a death screen. It's ironic, you seek salvation, yet your only path is deeper into this nightmare.
In the beginning, it's mostly just a grotesque dungeon with very viscous inhabitants. But as you continue, it turns more and more to cosmic horror and fear of the divine. It's very effective in conveying that fear. Utilizing sound design, art style, and gameplay to make every new leg of your journey seem like the next worst thing.

Soundtrack
It is hard to really call it a soundtrack in the traditional sense. It's mostly ambient noises to enhance the atmosphere. In that endeavour, the ost is very effective. My favourite part is “Ma'habre Streets”.

D’arce run, not as fun

a ideia, arte e atmosfera é absurdamente boa, embora a proposta do game seja ser dificil, acho q falta um balanceamento e uma polida na gameplay (embora seja por turno)

Uma experiência única, Fear and Hunger realmente é um jogo que dificilmente você não se sentirá imerso.
A trilha do sonora do jogo faz um trabalho incrível te botando dentro do universo e sentindo o medo e o nervosismo que os personagens sentem dentro da dungeon.
Esse jogo foi um dos poucos jogos que mesmo tendo situações frustrantes, eu não conseguia perder a vontade de jogar, e o jogo te recompensa muito por prestar atenção no jogo e jogar de forma inteligente.

I'm somewhat torn about how to judge. If I were to be reductive I could just call Fear & Hunger a shock-value RPG Maker game with the usual issues of being so, but its more than that honestly.

The art of this game is palpably grotesque, even the "normal" human characters have this macabre tainted aura around them. The thick-lined styling and heavy colors are very well-made, and I can't discredit or nitpick at it at all.

The exploration of the dungeon and beyond is very stressing especially as a first impression, combat is brutal especially when you're still alone and you'll dread every encounter you can't escape. Other than that you'd be looting alot for anything that gives you an edge while you're trying to grasp the madness in every floor and room.

But honestly I dislike how hard the game goes on you on how it doesn't teach you or build scenarios to learn anything at all. Everything must be learned through trial, and with how the game treats saving you will pay dearly for screwing something up. That results in a tedious loop of you - or maybe just me - scumming a save file repeatedly trying to find out how god affinities work or what weakness should you leverage against a particular enemy. This is my biggest bane and I wish I could have a better way to explore the dungeon because I am genuinely sold on it.

this is the best game ever actually
10/10 would beat the shit out of le’garde again

some of the best games ive played fully utilise the interactive medium to immerse the player into it's world, characters, and get across meaning, with fear and hunger being probably one of, if not the best example ive ever seen in a game doing this and absolutely perfecting this, the ludonarrative harmony created by the completely unfair dominating world filled with a dark and oppressive atmosphere, with every mistake you do booting you to the title screen with scarce saving, always keeping you on edge and a constant stream of anxiety for the next possible failure lying in wait, making it clear to the player that this is not a world built for them, and yet, the player has the ability and want to keep pushing further and harder, gaining more and more knowledge every attempt until finally reaching the (actual) end goal. this approach aids the developer into creating a commentary on human nature, that despite the fragility of the human body (through the mental torment endured by the player and possible lost limbs along the way) the human spirit is capable of persevering, with the player by the end of the game having felt and experienced this fact of life, a rather bright conclusion found from the desolate world of fear and hunger.

i can't even make a lame dismissive little joke about this, this is just cool. it actually uses the medium to increase the terror. the nudity and sex is all bizarre and uncanny, the violence is terrible, the story is real nasty. good shit

There's magic in these dungeons, something enthralling.

Funger's atmosphere is magnetic, it had me hooked from the very first run until the end with its cruelty, enemy design, and world. There's just something so wonderful about a game willing to kick your teeth in so thoroughly. As soon as I lost to a guard and ended up legless in a fleshpit with no idea where I was I knew it would be a special experience, which after mastering the first few floors proved to be true. What comes after those floors, while not as punishing since you're more used to the game's tricks, is still magical.

It's not flawless by any means of course, there's bugs and RPGmaker jank, but both are overshadowed by the level of love put into crafting it. If there's one main criticism I have it's that battles as the game goes on start to feel either routine(attack X part on Y turn) or lacking some complexity(spam attack torso). But battling isn't even the game's main focus so this isn't that important.

esse é o jogo mais traiçoeiro já feito.

Genuinely really unique game. I dont think im a dungeon explorer gamer but this game just straight up has goated mechanics and makes this game something different. and on top of this its genuinely super scary and unsettling. not for everyone but goddamn its good

Aprendi a gostar mais e mais ao longo da jogatina, quanto mais você aprende mais você é capaz de moldar a masmorra ao seus desejos, que é talvez tudo que eu quero num jogo, a curva de aprendizado satisfatória.
Mas o negócio é que essa curva é tudo menos suave nesse jogo, não tenha medo de pesquisar dicas ou mesmo "trapaças", o jogo é cruel com você e você precisa de tudo possível pra sobreviver.

Acho que é esse aspecto que mais me prendeu, a grossa atmosfera e narrativa interessante e diferente tematicamente, não é o tipo de jogo que cai da árvore então ele se mantém atraente durante toda a duração.
Problemas de bugs, balanceamento e polimento são inevitáveis com um time pequeno desses e eu tô mais que disposto a perdoar caso o design em si for bom, que, de forma geral é.

Eu sei que o jogo é pra ser difícil mas passa dos limites o nível de dificuldade desse jogo

an incredible game that i deeply love, but i cannot hide how I feel about this game. i think Fear & Hunger 1 is another universe i'm absoluetly hooked onto, but i understand the flaws of this game with the awful RNG, and alot of just... Really bad shock value.
although, if you're willing to stand the bullshit, I think the world is interesting enough and the characters and just overall style of the game super unique. although I'm more a Fear & Hunger 2 lady myself, i cannot hide the impact f&h had on my brain chemistry

For the record, I played the game with a censor mod—which I feel the need to compliment for being very well made; compared to some of the older censor mods for this game, the updated sprites in this mod mesh seamlessly with the originals—because I looked at the list of things that could happen in this game and decided that I was not about that. Even with the censor mod however, Fear & Hunger manages to craft an absolutely oppressive atmosphere between the dungeon’s liminal space-like quality and minimalist sound design.

Honestly, I’m kind of in awe of Fear & Hunger. It’s far from a perfect game, but it’s one of those games that was made with real intention, and with those kinds of games, you can feel that intention in every aspect of the game’s design. The game does a whole lot with relatively little. I wouldn’t describe the game’s titular dungeon as particularly large, but there are so many secrets and branching paths that, when combined with the game’s treasure trove of lore, make for a world and overall experience that feels expansive. This idea of doing a lot with a little applies to the combat as well. As someone who’s messed around with RPG Maker enough times to roughly know how it works, I can confidently say that the limb dismemberment system is an ingenious utilization of the way RPG Maker sets up combat encounters.

I, as I’m sure many of the other people on this site did, first discovered Fear & Hunger via the SuperEyepatchWolf video. In that video, he describes Fear & Hunger as an “immersive sim.” I’m not going to say that this is untrue, but I approached it more like a puzzle game. The dungeon is one giant puzzle, and as I died repeatedly throughout my exploration of the dungeon, I began to figure out the exact steps I needed to take in order to solve that puzzle. There’s more than one solution to the puzzle, which goes back to what I was saying earlier about all of the game’s branching paths, but I never really felt the need to think on my feet. I also didn’t find the game to be as absurdly difficult as that video advertised. There were a couple of chokepoints, sure, but no more than in any other old-school RPG that I’ve played. Perhaps both of these discrepancies could be explained by the fact that I opted to play on Fear & Hunger mode rather than Terror & Starvation mode, but I’ve seen other people online say that Fear & Hunger mode is hard too, so maybe it’s just a difference in approach. Admittedly, I do wish the game encouraged you to use all of its systems more. There’s something to be said about a game that explains nothing to the player and encourages them to discover everything naturally, but you have to have a high level of patience for that which I simply do not possess. I’m not saying that the game should have obnoxious tutorial pop-ups everywhere, just that it should make the existence of certain systems more obvious by including scenarios where the player is encouraged to use them over other options.

I think says a lot about what Fear & Hunger does well that it’s managed to achieve cult status despite being both unabashedly vile and broken in the same manner as Pokémon Red and Blue (which is to say that it looks fine on the surface, but if you do any amount of poking around, you’ll realize that the game is in fact kind of a mess). Those are two colossal things to ask a playerbase to put up with, and yet I, like many others, have found myself engrossed by Fear & Hunger. The way the game’s pieces all come together make for an experience that has the same magnetic pull as the in-universe Dungeon of Fear & Hunger itself.


Extremamente difícil chegando até a ser frustante e injusto, porém tudo isso ajuda a alimentar o clima de desespero do jogo, mesmo com cenas de péssimo tom e bugs que facilitam o jogo de maneira irreal, consegue ser uma experiência muito boa.

Would be my favorite indie game if hotline miami 2 didnt exist

For what it's worth, I fuck with the vision hard. I decided to, however, move to the second game for now.