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 the 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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2 comments by Cruiser1 on Sep 4th, 2014

The new version 3.0 of The Hunger Games Simulation is downloadable here, and includes the following additions over the previous version 2.5 that was released in October 2013:

  • New Landscapes: Play in a "Catching Fire" style clock arena. Climb over rolling hills, and experience a gradual day/night cycle. Head downhill or dig deep enough and you can find water. Play in mixed terrain arenas, such as half sandy desert and half rocky wasteland.
  • New Customizations: Set number of Districts (1-13), and number of tributes per District (e.g. play games with over 200 opponents). Assign names to tributes (e.g. "Katniss" instead of "District 12 Female"), and select hairstyles. Try out a special wraparound torus arena that goes on forever.
  • New Items: Blowtorch weapon can be used to dismantle the Cornucopia walls, burn down trees, or melt unwanted items. Guns and grenades are powerful weapons very rarely available from sponsors. Armor reduces damage from enemy hits, and nightvision goggles allow seeing in darkness. You can even reuse sponsor gift parachutes to glide through the air.
  • New Enemies: Some trees contain "tracker jacker" wasp nests. Chop down the tree and they'll sting whoever's nearby making them hallucinate! Feast events draw remaining tributes back together to fight. Rebel against the Capitol, and escape from the arena (if you can figure out how. :)

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Hunger Games Simulation (Daedalus 3.0)

Hunger Games Simulation (Daedalus 3.0)

Sep 2, 2014 Full Version 9 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 2.5)

Hunger Games Simulation (Daedalus 2.5)

Oct 12, 2013 Full Version 10 comments

This is an older release: You probably want to download the latest version 3.0 instead.

Hunger Games Simulation (Daedalus 2.4)

Hunger Games Simulation (Daedalus 2.4)

Sep 29, 2013 Full Version 1 comment

This is an older release: You probably want to download the latest version 3.0 instead.

Post comment Comments  (190 - 200 of 529)
JeonForever Sep 11 2014, 3:08pm says:

Is there a way to change the turn that the feast occurs? 1000 turns feels extra long to me and by that time everyones dead except one or two people. Id rather set it between 500-750 turns. Thank you and sorry for my english again lol i am spanish spoken

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Cruiser1 Creator
Cruiser1 Sep 11 2014, 5:38pm replied:

You can change when Feasts take place, however you have to modify your hunger.ds file to do it. Open hunger.ds in a text editor, and go to the line starting with "DefineMacro *Feast". If you want Feasts every 500 turns, then in that line change the two instances of 1000 to 500. Also, to update the announcement that takes place 100 turns before the Feast, change 900 (which is 100 less then 1000) to 400 (which is 100 less than 500).

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JeonForever Sep 9 2014, 6:04pm says:

Im 70% sure that having your ally commit suicide with nightlock doesnt work. I was the D8 male, my ally the D8 female said she hopes that I win. I gave it to her in the final 3 (I thought it was the final 2) and she took the berries and dropped them. I picked them up again realizing it was the final two, killing the last tribute. I found her again, giving her the nightlock. She agrees to kill herself and says there needs to be a victor! but nope, she drops the berries again. I didnt kill her though, instead a mutt did hiding behind a tree lol.

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Cruiser1 Creator
Cruiser1 Sep 10 2014, 1:16pm replied:

If you give somebody Nightlock and they're full (over 500 food) then they can't eat it right away. You can't eat if you're stuffed, and currently that applies to all forms of food, including Nightlock. I expect that's what happened to you, as I reproduced your experience will a stuffed max ally, and reproduced a successful suicide with a slightly hungrier ally. For clarity, I should update the message if you give Nightlock at F2 when they can't eat it, or else I should just allow one to always eat Nightlock regardless of how full they are.

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JeonForever Sep 11 2014, 2:58pm replied:

i placed the max food as 200 using @SFood 200, and by pressing ctrl f10 the window said that she had 110 something food, while I had 203.

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Cruiser1 Creator
Cruiser1 Sep 13 2014, 3:45pm replied:

Hmm, if the Shift+F10 report showed them with 110/200 food, then your max ally should have eaten the Nightlock when given it. Eating Nightlock is the single highest priority action in the game, so should always be done when conditions allow it. For the next version I've made it so one can always eat Nightlock, no matter how full they are. That way you shouldn't have to keep track of your ally's eating habits before suggesting suicide to them. ;)

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Fayths Sep 9 2014, 4:26pm says:

I don't think the Ai is affected by the night. I was playing an ultimate game again and I was pretty far away with a bow and arrow. I made sure my district partner wasn't having night goggles beforehand. I shot him, and well, he shot me back, killing me. Is this normal?

+1 vote     reply to comment
Cruiser1 Creator
Cruiser1 Sep 9 2014, 8:30pm replied:

The above is expected behavior. Darkness prevents computer tributes from initiating combat from a distance, and from seeing and therefore moving toward objects in the distance. However if two tributes are already fighting and consider each other "enemy", then they can always see each other if in weapons range. That behavior prevents trivial kills at night, by repeatedly attacking somebody from a distance while they can't do anything. In other words, even if it's pitch black, if a rock flies at me from the northeast, I'll attack in return in that direction.

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JeonForever Sep 7 2014, 10:31pm says:

Hey Cruiser, can I suggest making traps? Another use for nets could be to drop them near a tree and if something steps on it, its entangled and rises in the air. Its harder to get out of, and if you're high up you take minor fall damage.

Or, make new items like wires, snares, bear claws, electrocution or fire?

+1 vote     reply to comment
Cruiser1 Creator
Cruiser1 Sep 8 2014, 1:34pm replied:

Making traps is a good idea for a future version. :) Snares would provide a way to get food beyond just foraging or fishing, with an interesting mechanic of set the snare then return a while later and see if it's caught anything. Nets as a trap would also be nice, and allow reproducing how Rue got caught in one in the first book/movie.

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JeonForever Sep 8 2014, 11:55pm replied:

Sounds good!!!

what about smoke bombs that when thrown they remove a tributes ability to see anyone in the smoke. the smoke lasts for about 30 turns and can be a rarer cornucopia item(1-2).

Also I saw a very intelligent AI during this one round, my district 3 ally was digging up mines and planting them near the cornucopia to prepare for the feast happening in 100 turns. turns out, she got a kill from the landmines.

I think a way to activate these landmines is to throw a rock or brick at them, which causes it to explode and causing strong splash damage. it is rare the tributes step over activated land mines anyways.

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Hunger Games Simulation (Daedalus)
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Released Sep 1, 2014
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Turn Based Tactics
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