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 novel by Suzanne Collins and the movie 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 3 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  (40 - 50 of 392)
JeonForever Sep 26 2014, 8:21pm says:

I think an item suggestion would be a box of items (takes two turns to open, and one to grab things in it).

Also I modified weapons to be extremely useful such as nets being throwable, landmines available in the wilderness with nets and blowguns. Grenades are cornucopia items and are actually really useful, and I spread out useful items such as first aid, food, arrows, blowguns, fish, goggles helmets and armor around the cornucopia. Made food/armor/aid kits give more alliance points and put more things as sponsor items. Makes the games really interesting! District 3 mined a huge area of a forest and got 2 kills against the most powerful tributes so they took all their things and ended up killing me, District 4 and his partner. Its pretty fun being able to substitute the mines as traps because tributes actually use them.

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Guest Sep 24 2014, 12:22am says:

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Cruiser1 Creator Online
Cruiser1 Sep 24 2014, 11:41am replied:

You can customize the number of inventory slots each tribute has with a short command line: Press Enter, then type "@SInv 20" (minus the quotes) and that will give everybody 20 inventory slots (replace "20" with whatever number).

You can customize pre-game alliances and behavior with another command line: Press "Enter" then type something like "SetString %ZAlly '!!3!567890ABCM'" (minus the quotes) then start a new game. Each character position in the string controls that District (with character #15 being Mutts). If two characters are the same, that means they start out allied. Also, the category of character determines behavior. A symbol means the District is aggressive and always goes toward the Cornucopia or Feast announcements. A lowercase letter means the District is timid and always runs away from the Cornucopia, and other letters (like uppercase and digits) mean each tribute randomly picks. For example, the above is the default, in which Districts 1,2&4 are the same and aggressive i.e. are the Career alliance, while everybody else is unallied except with their District partner and behaves randomly.

+1 vote   reply to comment
crazedgunman502 Sep 19 2014, 3:04am says:

A pretty cool feature that could be in the upcoming version would to allow more than one tile occupy a square at a time. This could open up a vast amount of of new and exciting features for the upcoming version :)

Right now since only one thing can exist on a tile at a time this allows for limited movement and gameplay, since you can't climb mountains or trees. Allowing more than one thing to exist on a tile would allow for things like cave systems, diving underwater, mountain climbing, actual pedestal rising cutscene complete with an underground launch room you must step in to be launched into the arena, complex training centers, and allow for a Cornucopia with a roof.

Really a lot can be done with it but obviously requires a lot of work and I'm not sure if it can be done. Still very cool to think about nonetheless.

edit: Also 3D items, instead of little square icons that pop out of the ground allowing you to see what items you can get from your pedestal :)

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Cruiser1 Creator Online
Cruiser1 Sep 21 2014, 1:20pm replied:

Indeed, multiple tokens per square would require several categories of changes: (1) Engine, such as making it so Daedalus can represent and display them in the first place. (2) Interface, such as handle situations like attacking somebody above/below you, and when two tributes are stacked and you shoot/chat from range determining who to hit, and what to display on the map when two tributes are stacked. (3) Gameplay, such as you fall and land on a tribute how much do you/they get damaged, and getting AI to be aware of and decide among the above. Digging has slight risk if you can break into and fall into a cavern, but it would also allow digging in a circle above a room so that a section of the ceiling falls on whoever's below. :)

3D items that stick up higher than the ground around them would be token tiles like tributes, instead of just textures. Having stacked tokens would also allow 3D items. Or items could be implemented in a completely different manner such as with sprites.

+1 vote   reply to comment
crazedgunman502 Sep 19 2014, 2:58am says:

I really do appreciate that you took the time to code AI digging up landmines and arming them now! I just figured this out after another tribute died mid game to a landmine, and then eventually myself after I wasn't looking! The terrain definitely makes it a lot harder to see :)

+1 vote     reply to comment
Cruiser1 Creator Online
Cruiser1 Sep 19 2014, 1:10pm replied:

Yeah, even if rearmed landmines aren't common and don't appear in every game, the fact that the potential exists can make a player nervous! :) The "[" and "]" look up and down commands can help in ensuring there's no deadly orange landmine tokens on the ground in front of you.

Concerning the terrain, I've found I sometimes stumble into Tracker Jacker nests while going downhill, because a short tree with a nest at the top can allow you to run right into the nest itself and get stung (instead of just hearing an angry buzzing above you).

+1 vote   reply to comment
crazedgunman502 Sep 19 2014, 6:41pm replied:

About the pitch down and pitch up commands, they seem to skew the screen wayy too much once you pitch down/up far enough, it would also be nice if you could have a setting so that you can adjust your pitch faster, much like the F11 option that toggles 45 degree turning.

+1 vote     reply to comment
Cruiser1 Creator Online
Cruiser1 Sep 20 2014, 11:36am replied:

Yeah, the pitch commands don't actually change the angle at which you view, but rather fake it by scrolling the screen viewport upward or downward. Other classic ray casters like the DOOM clone Hexen did similarly. You can at least adjust the pitch slower with the "{" and "}" commands, which I've found useful when making screenshots.

+1 vote   reply to comment
MrFrench23 Sep 18 2014, 8:59pm replied:

I know how hard it is, and it must be done by zero in Unity, but the result (after a loooooot of time) could be something great! (or not that great, but funny). It IS a fantasy to make that, but well, doesn´t hurt anyone to try :D

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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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