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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Blog RSS Feed Report abuse Latest News: The Hunger Games Simulation: Version 3.0 Released

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 5 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  (30 - 40 of 446)
Guest Dec 22 2014, 9:32am says:

It is known that the career tributes have been growing up and training to participate in the games , but they have a common weakness , they have been well fed during their whole lives , i think tributes from District 1 , 2 and 4 should receive more damage when running out of food , what do you think?
I also thought there should be some way for you to see the fallen tributes when the night comes , maybe their names in the sky for 10 turns?

+2 votes     reply to comment
Cruiser1 Creator
Cruiser1 Dec 22 2014, 12:55pm replied:

That's a good idea for a new "food dependent" characteristic, that could be automatically applied to Careers, or selected yourself if a character customization feature is added. :) Instead of taking 2+ damage when running out of food, a Career running out of food should still take 1 damage, just regenerate less than 100 food in exchange.

Yes, I've been adding a feature to show the faces of fallen tributes in the sky every night. :) It could be combined with an option so that individual cannon firings no longer display which tribute was killed. When you hear a Boom, you have to wait until night and make sure you're where you can see the sky, if you want to know who died.

+2 votes   reply to comment
hectorpereira397 Dec 22 2014, 4:21pm replied:

It's very good to know that you are still improving the game!!
I like that concept of faces of tributes in the sky , but you could add those faces in a screen before the game starts just to know who is who , don't you think? This will make the game even more fun overall!!

+1 vote     reply to comment
hectorpereira397 Dec 22 2014, 4:18pm replied:

What do you think about working on a character customization feature? After that you could do a training score that pops up before the game starts based on the randomized status of each tribute

+1 vote     reply to comment
ScariestAuto12 Dec 16 2014, 3:47pm says:

The new screenshots look fantastic. The map with a circular arena with the mountains surrounding. Probably the most exciting map as I could use the mountains as a vantage point to scout out the rest of the tributes near the cornucopia and take an opportunity to raid. Very good!

+2 votes     reply to comment
crazedgunman502 Dec 16 2014, 11:32pm replied:

Yeah, the game is really fun now with all the new features in 3.0 (it's already been 2~3 months already, wow!)

Really the game can go anywhere now. I was hoping someone could take the time to come up with a texture pack for the game, changing the textures of the game to make it easier on the eyes. I tried but getting the things like the trees and rocks/mountains to look decent was a lost cause.

Another thing I really hope for coming soon is a map creator/designer. The game could use pixelated top down maps with colors corresponding to the type of squares they could be, for example blue = water.

The only major step this game needs now is supporting having more than two things on a square. This could allow MAJOR changes, including caves, a cornucopia with a roof, mountain climbing, etc..

Another feature could be a "Hardcore"(?) mode, where everything does more damage (this can already be configured in the hunger.ds file, but being able to change everything on the fly and not having to make multiple copies of hunger.ds is nice), and stuff like that.

Also more and different kinds of mutts, and being able to choose AI difficulty and such.

+1 vote     reply to comment
Cruiser1 Creator
Cruiser1 Dec 20 2014, 3:04pm replied:

Yeah, effective photo texturing is challenging in a block based world, especially for the trees and mountains which are currently helped by being slightly different colors (and would become exactly the same after full texturing). However, items on the ground could be redone nicely, such as the Axe example given a few pages back.

A quick way to do a "Hardcore" mode is the command line "@SHp 5" as seen in the latest tutorial: - That gives every tribute half hitpoints, which is effectively the same as everything doing double damage.

New mutt types is a high priority, such as the candy pink birds from the book that pecked Maysilee Donner to death in the 2nd Quarter Quell. In addition to flying mutts, there could be swimming mutts in water, and even burrowing mutts underground! :)

+1 vote   reply to comment
crazedgunman502 Dec 16 2014, 11:34pm replied:

I'm running out of space here, so I'll go on.

Another feature I would like to see is a new option, when you make a new game (F2), A box could appear, and you would have ability/stat points. You could put these AP/SP into different categories that make you better, like how hard you hit or how long you can go without food, or how accurate you could be.

Also an actual animation for the "ending."

Spoiler, don't read ahead if you haven't gotten the ending:

It's just a text box. When the game has the option of supporting more than two things on a square, it could take you to an underground area with peacekeepers that behave exactly like tributes, only equipped with guns, that you could face off and kill if you are lucky in a maze like building. Of course you have no hope of escaping but man, that would be cool.

+1 vote     reply to comment
Cruiser1 Creator
Cruiser1 Dec 17 2014, 6:07pm replied:

About the ending, I assume that means you successfully escaped from the arena? (And without using any Audience godmode commands?) I've added an animation for that event, so it actually shows you doing it. I also fixed a minor bug, in that a Mutt escaping from the arena shouldn't be considered the Mockingjay. A Mutt escaping from the arena now gets a free heal from the Gamemakers, then gets thrown back into the arena. :)

+1 vote   reply to comment
littlefoot876 Dec 4 2014, 2:18pm says:

I know it's kinda soon to be asking about new features since 3.0 just came out not long ago but I think there needs to be a way to draw all the remaining tributes to the cornucopia towards the end for a finale :p it just gets kinda boring to spend like 3000 turns looking for food to outstarve just 1 or 2 others

+1 vote     reply to comment
Cruiser1 Creator
Cruiser1 Dec 4 2014, 6:58pm replied:

Feasts were added to version 3.0, which partially addresses this. :) After a Feast announcement (at turns 900 and 1900) most tributes will head toward the Cornucopia. The problem is some tributes choose to ignore Feasts (although Career tributes will always attempt to attend them) which means they still need to be hunted down the hard way.

Another feature that's been suggested, but I didn't have time to add to the most recent version, is other arena events like forest fires or floods, which are a way to force tributes together. Similarly, Mutts could be directed toward wayward tributes to "herd" them toward the center.

+1 vote   reply to comment
littlefoot876 Dec 9 2014, 2:35am replied:

That's exactly what I was thinking of o: some kind of catastrophic event that changes the arena somehow so that all the remaining tributes HAVE to head there

+1 vote     reply to comment
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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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