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  (30 - 40 of 764)
crazedgunman502
crazedgunman502

(Minor Catching Fire story spoilers ahead)

While bouncing weapons off the force field I thought about how Haymitch won his games by ducking/dodging the projectile to bounce back and hit the final career tribute. I also thought about how one could execute this move in the hunger games simulation, and then I thought about tribute customization.

Right now, tributes are lifeless tokens. I think you made a great leap by adding quotes such as "Don't hurt me, I won't fight unless I have to", or "Ha, you look weak!" etc. But it just isn't enough. I think if you had tribute statistics this little script could be taken to a whole new level.

Agility could increase "miss" chance and who goes first (now D1F first, D12B last), then it could be person with highest agility goes first, maybe super high agility characters could attack/move twice in a single turn but sacrifice other statistics.

Strength. Inventory space, health, damage with melee weapons. Enough said?

Survival. Amount of hunger satisfied from food. Amount of hunger drained per turn. Fall damage reduction.

Charisma. Can convince tributes to ally with you with "cheaper" items. Drastically increased sponsor gifts.

I could go on and on. If tribute stats were added I would cry of joy and never play another game again.

Lets say you start with 30 points. Each district has bonus points added to certain stats by default for free. You have to distribute the 30 points to each statistic for bonuses. If you want to attack twice in a single turn, I hope you don't get hit or like starving.

Careers would also be more powerful, like they should be. Right now, they are still pushovers. They have a big advantage with a starting alliance of 6, but alone they are still like any other tribute.

Higher age = More points maybe? Most likely.

Anyways, yeah. Tribute stats could make the game more fun and let you create more unique characters, instead of playing as a simple token or pawn.

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Cruiser1 Creator
Cruiser1

You can come close to Haymitch's victory by throwing a weapon at a forcefield at a 45 degree angle, so it bounces off and hits another tribute. Do that to take out the last tribute, and get the "Haymitch Victory" Achievement described at Astrolog.org

Tribute ability stats, customization with training points, and training scores would indeed add a lot to the game. :) I've played a lot of D&D over the years, so would mostly likely base stats on D&D's "standard 6" of Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma: D20srd.org

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crazedgunman502
crazedgunman502

Awesome! Are you possibly considering putting ability stats into the game? It sounds like a very complex addition, so I would understand if it can't be fully implemented.

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Cruiser1 Creator
Cruiser1

Yes, I am considering it. :) It's indeed a complex addition, so would mostly likely be implemented over multiple versions, similar to the evolution of scenery and chat messages. Stats can do similar to what you've said above, including but not limited to:

Strength: Weapon damage, carrying capacity, dig and chop down trees faster.
Dexterity: How often you hit or avoid getting hit, ability to entrap with Nets or avoid Nets.
Constitution: Max health, reduce damage from poison and falling.
Intelligence: Know coordinates of area (like D6), keep track of information about how many tributes are left, activate landmines faster.
Wisdom: Perception to be warned when tributes are no longer your ally, be warned before stepping into forcefields, active landmines, and Net traps.
Charisma: Ability to make alliances easier, allies follow you more when you give commands, more sponsor gifts.

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hectorpereira397
hectorpereira397

Any new features regarding "Tribute customization: Presently every tribute from a particular district has the same mechanical strengths and weaknesses. You could design your tribute ahead of time by allocating points to different areas, such as strength, agility, and plant identification, then see how they do in the arena."????
Or sleeping actions have been worked on?
Along with the tribute customization, there should be a pop up before the game starts, stating the training score of all tributes, by example, d2 male has a lot of points in strength, so he has a high training score, that way we know which tributes are supposed to be the most dangerous and we know who to watch out for.

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Cruiser1 Creator
Cruiser1

One new feature that will be in the next version is tribute height. Tributes can have different random/customizable heights (measured in inches) which will determine the height of the token. That will be another way to distinguish tributes beyond District, gender, inventory, hairstyle, and name. Height can have some mechanical effects too (tall/short may be an advantage/disadvantage) such as whether you can reach somebody in melee at a different elevation. :)

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crazedgunman502
crazedgunman502

One thing I thought of: Have an option where events stay up at the top of the screen for 5, 10, or maybe even 15 or 20 turns. This helps you make sure you don't miss important events (someone dying, a disaster starting, the feast, etc.)
Basically the things in yellow. Sometimes I'll be surprised to see a first aid kit in my inventory, because I didn't know someone had sponsored me.

I don't know how you would deal with the fallen broadcasts though. There would be so much stuff on screen, especially with a high player count. I think you could make an exception so that it fades after one turn instead of everything else. I dunno.

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Cruiser1 Creator
Cruiser1

One new feature in the next version is a "show previous messages" command. It brings up an alert showing the 12 most recent messages that have appeared. That way if you're say running fast and some text appeared and disappeared at the top of the screen, you can bring it back to see what it was.

The new sound effects will prevent you from missing significant events altogether. For example, you shouldn't miss noticing a sponsor gift, because of the chimes that played when the parachute landed in your hands.

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crazedgunman502
crazedgunman502

Quick idea: Flotation Belt. Wearable like a helmet or nightvision goggles, when equipped it allows you to float in water without having to be from district 4 or equip a club. You should also start with this equipped by default on the catching fire preset :)

In addition, some equipment should have limited, yet long, use. Perhaps have an X amount of chance for fragile wearable equipment (goggles, flotation belt, etc.) to simulate it breaking from use. For example, during Catching Fire one of the flotation belts broke, revealing a purple gel. Night vision goggles could also similarly be cracked from a strike of a sword or arrow, and parachute could be punctured as well.

Can't wait for 3.2! I think the addition of another set of textures is my favorite upcoming feature. Also sounds too!

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Cruiser1 Creator
Cruiser1

Good ideas. :) One thing I have implemented is varying water depth increases. Currently all water within one space of land is shallow, and everything else is deep. But it doesn't have to be that way! The Swamp arena with no hills to speak of should have shallow water for a long distance before it gets deep. Similarly, arenas with tall cliffs plunging down into the water shouldn't really have the standard wet walkway around its base. The Catching Fire arena could be implemented as all shallow water, to simulate everybody having an invisible flotation belt.

There are currently 19 different sounds in the game, which are implemented as specific named .wav files (which can be replaced to customize them. :)

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crazedgunman502
crazedgunman502

Another I noticed that all the water in the game is at the same water level, while this is a good temporary solution, it doesn't allow for options like fresh water rivers flowing down from mountains, and that sort of thing. I don't know how it will work script-wise, but maybe you could let water spawn at any height? It would be a challenge, but it could result in some cool mountain streams!

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Hunger Games Simulation (Daedalus)
Platforms
Windows
Developer
Astrolog
Engine
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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