An accurate simulation of "The Hunger Games". You're a tribute, fighting intelligent AI in a "battle royal" to be the last person standing. Inspired by the novels by Suzanne Collins and the movies by Lionsgate Films. This is a turned based combat game in 1st person perspective, with Roguelike elements. The randomly generated arenas feature a central "Cornucopia" filled with melee and ranged weapons along with food and other gear, surrounded by wilderness in which one can hide or forage. You may form alliances with the other tributes, and backstab or be backstabbed by your allies. In the preview image (from a special "Audience" standpoint) you can see the semicircle of 24 tributes on their platforms, the central golden Cornucopia, gear in front of and within it, and surrounding forest containing mountains and waterways. "May the odds be ever in your favor!" :)

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The new version 3.1 of the Hunger Games Simulation is downloadable here, and includes the following additions over the previous version 3.0 that was released in September 2014:

  • New Arenas: Play in tropical island arenas, ruined city arenas, and even compose your own custom arena bitmaps (sample arena of the 12 Districts included). Beware the moving firewall of lava that forces remaining tributes together.
  • New Actions: New commands to propose an alliance (which may or may not be accepted), and free fellow tributes from Nets. New map which only shows other tribute locations. Net objects can be set on the ground as traps.
  • New Visuals: Movie of each day's fallen tributes is projected into the sky at night. Your movement in game smoothly animates showing intermediate frames. Tribute graphics show item worn when looking at them. Nine times as many chat responses, depending on personality and relative strength.
  • New Settings: 26 new options for customizing the play environment, such as number of Mutts and when they're released into the arena, difficulty levels that don't indicate who died when the cannon fires, and option to automatically give tributes random District appropriate names.


The Hunger Games Simulation: Version 3.0 Released

The Hunger Games Simulation: Version 3.0 Released

News 2 comments

A new version of the Hunger Games Simulation has been released, featuring new landscapes (such as clock arenas), actions (such as destroying items), gear...

The Hunger Games Simulation: Version 2.5 Released

The Hunger Games Simulation: Version 2.5 Released

News 0 comments

A new version of the Hunger Games Simulation has been released, featuring new landscapes (such as mountains and swamps), actions (such as climbing trees...

You don't have to be a tribute in "The Hunger Games"

You don't have to be a tribute in "The Hunger Games"

Feature 1 comment

The Hunger Games Simulation features an option to play as the "Audience". This mode allows you to act as a Gamemaker or sponsor.

Interesting ways to modify "The Hunger Games"

Interesting ways to modify "The Hunger Games"

Client Side Coding Tutorial 3 comments

The command line in the Hunger Games Simulation can be used to change settings beyond that allowed in the standard interface, allowing pre-game alliances...

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Hunger Games Simulation (Daedalus 3.1)

Hunger Games Simulation (Daedalus 3.1)

Full Version 65 comments

An accurate simulation of "The Hunger Games". You're a tribute, fighting intelligent AI in a "battle royal" to be the last person standing. Inspired by...

Hunger Games Simulation (Daedalus 3.0)

Hunger Games Simulation (Daedalus 3.0)

Full Version 9 comments

This is an older release: You probably want to download the latest version 3.1 instead.

Hunger Games Simulation (Daedalus 2.5)

Hunger Games Simulation (Daedalus 2.5)

Full Version 10 comments

This is an older release: You probably want to download the latest version 3.1 instead.

Hunger Games Simulation (Daedalus 2.4)

Hunger Games Simulation (Daedalus 2.4)

Full Version 1 comment

This is an older release: You probably want to download the latest version 3.1 instead.

Post comment Comments  (0 - 10 of 763)
crazedgunman502
crazedgunman502

One suggestion I've been wanting since 2.5 are backpacks and crates. I have a really good idea on how they can work.

For starters, backpacks. Backpacks of many sizes and colors can be found at the cornucopia. Backpacks are a unique item and therefore should be given a unique color. Dark grey or just any grey tint. I do not believe any "tokens" in the game share that color yet, so I think it would be great. Plus, some of the crates at the 74th hg's bloodbath Historymaniacmegan.files.wordpress.com are grey. I would suggest black but obviously that can't be used since the outlines are black :)

Backpacks behave like normal items; they appear as flat 2D tokens on the ground with a grey color, and backpack/crate icons. When you hover over a backpack, pressing pick up or F5 once will pick up the backpack. The backpack will then appear in your inventory. When you pop open your inventory menu, and select the backpack, another menu like the inventory screen with 9 additonal slots just like your normal inventory. This number can be adjusted. Inside will be randomly selected items, from near useless (brick) to amazing (health kit or tier 5 weapon). From there, you can store items in the backpack by pressing the BACKPACK key (you choose). A menu at the top will appear that will ask "store which item in your backpack" then just select the item you want to store and it will automatically be stored in your backpack. You can have a second similar key to REMOVE items from your backpack, in case you want to get rid of it for some crazy reason.

Crates are my second suggestion. Crates will appear as a 3d block slightly protruding off the ground. When you run into a crate, you attempt to open it. It may take 1 turn, 5 turns, or 10 turns. Opening a crate is incredibly risky for obvious reasons, but the goods you may receive are worth it! When you successfully run into it enough times, the crate pops open and the crate tile is removed. Random items are showered (or slide) to adjacent tiles.

continuing post in response

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crazedgunman502
crazedgunman502

So why add these items? They seem to serve no purpose.

I personally like a challenging experience. This means limited (2 or 3) inventory slots, none of the cheating features, etc. Why do I mention this? Well, if you choose to limit your inventory slots then you have no way of expanding them. With a backpack, you can retain your 2 or 3 inventory slot restriction but in a realistic fashion. Suddenly, a backpack is necessary for your survival otherwise you can't hold all your weapons, food, etc.

I also thought of a better idea. You can't use items in your backpack. To use them, you first have to take them out. To take them out, you use the TAKE OUT button and select with item you want to take out. Then it returns to your inventory if you have space, otherwise you can't move it. This is better than the REMOVE function I suggested earlier.

Backpacks and crates are also more realistic. In the movies/books, crates and backpacks litter the cornucopia. They are everywhere. The only weapons scattered on the ground are spears lodged between the crates. All the guaranteed weapons are stockpiled at the mouth. This means that unless you journey to the mouth of the cornucopia; you can't really guarantee you will receive a weapon.

This also allows for more diversity. You can edit the crates to spawn everywhere on the map, allowing a "survival games" styled gameplay where loot is everywhere. This is boring to me though, but for some people is more fun.

Crates and backpacks can appear alongside gear at the cornucopia too. However, the amount of items may have to be adjusted slightly to compensate as crates/backpacks carry more than one item.

I also suggested this because I want a backpack full of arrows to simulate a quiver. I NEVER have enough inventory space to deal a reasonable amount of damage with a bow without getting lucky. Simulate the draw of a bow by 1. removing arrow from backpack 2. firing. This takes 2 turns, but you carry more ammo.

That's my thoughts. It doesn't sound crazy to add; I can picture the menus and with whatever programming language deadalus seems to use (sorry, i can't recognize it. I believe it's custom) it seems to be very possible. Of course, it doesn't have to exactly be this way but that's just how I imagined it.

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littlefoot876
littlefoot876

I'm a really really huge fan of this game, but i feel like its missing a huge aspect of the games that is really important, which is functional alliances. As it is right now, its not a good idea to make an alliance with anyone after the initial bloodbath, because its so impossible to stay together with your ally without them wandering off and losing them. On top of that, theyre really selfish lol they eat all their food and let you starve, or its the other way around. I think in the next update there should be a way to have a more functional alliance, like proposing plans together, having sort of a leader, and them being aware of your needs and you being aware of theirs. An example would be them asking you if you have any food or weapons to give them. Just anything to beef up the alliance aspect of this game.

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Cruiser1 Creator
Cruiser1

Alliances are a key aspect of the Hunger Games, so I agree they're an important part of the Hunger Games Simulation too. A leadership option has been added to the next version. It allows you to control whether allies tend to follow you or not, or expect you to follow them. I sometimes have the reverse problem: Allies follow me around like puppies, grabbing items I want and killstealing. :)

Note that allies will already ask you for things, if you chat with them. If they're injured or otherwise weaker than you appear to be, then they'll ask you for stuff. You can also use the "come here" command ("C" key) in the current version to ask allies to come to your location, which can make an alliance feel less like a herd of cats. ;)

Allies are valuable after the Bloodbath too. Even if you don't want to stick with them, making an ally means they (and potentially their allies as well) won't attack you later. That means you can get in a free attack when you want to kill them. ;) Even making existing allies like you more is important for the end, so they'll attack others over you when it comes time for the final alliance to turn on itself.

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crazedgunman502
crazedgunman502

That's so cool! I noticed they tend to follow you around but if you stop moving around and climb up a tree or something they just run off alone. This makes them really hard to keep track of. This follow feature is really cool, can't wait to see it in action.

Even though they are really hard to keep track of, I think they are still very useful. I tend to give one of the careers a sword or something during the bloodbath so I can automatically join their alliance, and then I am pretty much set for the entire game. I can hide in the outskirts of the arena and dip in when nobody is at the cornucopia, and grab a blowtorch that the ai tributes never seem to take. Boom, I have like 7~8 spears ready to go. If you are district 6, you are a killing machine with an almost unlimited supply of tridents (4 + 1 = 5, the damage of a trident).

I think the blowtorch is a little overpowered. With just that ONE item you can harvest ~20 or so spears. It's crazy good and combined with district 6 you effectively have the power of a trident. My favorite item in the simulation :)

One thing that really trips me up is sometimes my ally will make an alliance with someone else and I might not see them do that and I'll end up accidentally attacking them and breaking our alliance. I can't really think of a suggestion to remedy this, but perhaps a friendly "hey partner" at the top of the screen when you get within ~5 tiles of an ally.



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Cruiser1 Creator
Cruiser1

The "give an item worth 5 to a Career" to guarantee addition to their alliance is a classic strategy. :) Getting in with the Careers indeed makes the early game more survivable. The only risk is if one takes a potshot at you before you can make your offering, at which point the entire Career alliance hates you and has you targeted.

Yes, the Blowtorch can be very nice if you take advantage of it. However, if you're able to gain control of the Cornucopia for the many turns it takes to dismantle it, then you deserve to have some ranged weapons. :) The Blowtorch is also potentially better than even the Axe to remove trees. Unlike chopping, you don't get a free Club when burning down a tree, however you do burn away tracker jacker nests risk free.

If you encounter a new tribute, just chat with them ("c" key) first before attacking. (Remember, you can always free action chat with somebody if you're able to attack them.) Their response will indicate whether they consider you an ally, so you can avoid unintended backstabs.

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crazedgunman502
crazedgunman502

If only :(

I.imgur.com

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Cruiser1 Creator
Cruiser1

Hee hee! It's a screenshot and release notes from a future "version 28.8" of the Hunger Games Simulation. ;) Well, games and other programs are improved one version at a time, so let's finish up the upcoming version 3.2 first, and go from there. :)

This game has changed much over its versions. For example, try playing version 2.4 again with its limited landscape and items for comparison. (In the current version, you can simulate playing version 2.4 by pressing "Shift+F2" and entering "4" to get the retro version 2.4 arena type.)

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crazedgunman502
crazedgunman502

I know! It is crazy how much the game has evolved since version 2.4 I remember playing around in that super tiny arena (50x50, I believe) and still being entertained for hours because of all the little things you can do to change the games like what weapons appear in the cornucopia. It was one of the only true-to-the-books simulations I could find on the internet, and I believe still is to this day.

I remember being so amazed with the addition of different arenas in 2.5, like a desert arena or a snowy taiga like arena. Then being REALLY amazed in 3.0 with hills and bumps in the arena. Then custom maps, those are a blast to play around with.

There is only one real limitation and that is 2 objects not being able to occupy the same "tile" i.e you can't have a cave arena or a cornucopia with a roof because that would require 2 objects on top of eachother occupying the same tile. Could that be the next new wild addition in version 3.3/3.4/3.5/4.0? Maybeee.

With all this progression with very limited resources, perhaps it isn't so far fetched to see a 3D engine 12 years in the future? :D

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Cruiser1 Creator
Cruiser1

The arena in version 2.4 was always 100x100 squares (although the arena *radius* was indeed 50, which is technically still the default). Custom and random arena sizes were added in version 2.5. Have you made any interesting custom arena maps (introduced version 3.1) that you'd like to share?

As the game demonstrates, many features are developed and improved in steps over time. It will be easier to create cave arenas, than have arbitrary multiple objects on top of each other. Therefore it's likely the former will be implemented before the latter. :)

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littlefoot876
littlefoot876

You could totally make something similar to that with the unreal engine i think o:

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Hunger Games Simulation (Daedalus)
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Astrolog
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Daedalus
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Highest Rated (2 agree) 10/10

The game follows the Hunger Games right to the tee. Everything that a perfect Hunger Games must have is in this simulation. 10/10

Oct 28 2013 by ScariestAuto12

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