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 arena features 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 an external observer) 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 2.5 Released

0 comments by Cruiser1 on Oct 18th, 2013

The new version 2.5 of The Hunger Games Simulation is downloadable here, and features the following additions over the previous version 2.4 that was released in March:

  • New Arenas: In addition to Forest like before, you can also play in Mountain, Desert, Plains, Swamp, and Maze arenas. Choose your arena type and size, or have them randomly chosen for you. In additon to trees like before, you can also encounter rivers, lakes, hills, and meadows in whatever arena.
  • New Actions: Climb trees, cliffs, and walls (and potentially fall from them), chop down trees with axes, wade or swim in water (and potentially drown in it), catch fish in water, and track tributes and mutts by following their footprints/pawprints.
  • New Items: Nets can be used to entangle other tributes. Picks can be used to chisel away cliffs or dig up items, including the landmines around the starting platforms, which can be reset to lay explosive traps for your opponents.
  • New Enemies: In addition to the other tributes also trying to win the Hunger Games, aggressive "muttation" monsters are roaming the arena.

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Hunger Games Simulation (Daedalus 2.5)

Hunger Games Simulation (Daedalus 2.5)

Oct 12, 2013 Full Version 10 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 2.4)

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 2.5 instead.

Post comment Comments  (50 - 60 of 283)
crazedgunman502 Apr 14 2014, 7:42pm says:

Just had a few wonderful ideas to make the generated ideas a bit nicer.

There should be a new variable in the arena generator. B = beach!

When set to 1, 1 side of the map, (West, North, South, East etc.) will have a beach stretching throughout the entire side. There will be sand, of course, and a bunch of water. Useful for fishing. There will also be a new tree, palm trees. More on that in a bit.

When set to 2, 2 sides will have beaches, 3 = 3 sides, etc. etc. 5 will make it so that the entire arena is just one huugee circular island (not a tinny tiny one that reaches the pedestals) full of palm trees and stuff instead of the normal trees.

Now, palm trees. Pretty self explanatory. Look different, and may have coconuts waiting for you at the top, which can be cracked with a rock and eaten :)

(Also I'd like palm trees to be a bit more 3d, not just a stack of blocks with a palm tree painted on it, but rather a stack of blocks and more blocks protruding from those blocks at the summit of those blocks.. Blocks blocks..)

Probably one of the biggest things I'd like more than anything else in 3.0 are simple graphical and performance improvements. The controls, admittedly are a bit clunky. There's a pretty noticeable delay between you pressing the button and the button actually registering. It's not very smooth, which is what I'd like it to be. If you could somehow make the gameplay a bit more smoother, that'd be awesome.

Second, I just want some nicer to look at textures.

I know I said this like a million times already, :(, but I really want some textures like these!

I want something like that on the trees, and the possible new palm trees. And the grass, and the water, and just about everything! Kind of like photo realistic textures, just like the ones displayed above. That would be really cool, and alot nicer to look at.

+2 votes     reply to comment
Cruiser1 Apr 16 2014, 1:44pm replied:

Beaches: Yes, I've considered a "large island" playing area would be nice. :) Not only for the HG, but also if I ever make a "Battle Royale" theme version of the game, which was played on an island. The whole game could be "reskinned" to align with that movie instead of HG with just text changes and a few adjustments, like giving every student a random item when they start.

Textures: The more human looking tributes are the start of updated textures. :) Full photo textures needs to be considered carefully, since it would make the blockiness of the world more glaring. They're also hard to apply to the semitransparent tribute tokens, that we want to see through. Right now there's a "theme" of black etching on whatever solid or semitransparent block, which although simple is at least a consistent feel.

Performance: There should be zero delay between when you move and when the screen updates. However, there may be a delay after that before it's your turn again, while other tributes are taking their turns (especially while animating thrown weapons). Try this: "Enter" to bring up console, then type "@SAmmo 1". That turns off all thrown weapon animations. Now play a game, and see how different the opening Bloodbath feels.

+1 vote     reply to comment
crazedgunman502 Apr 16 2014, 7:03pm replied:

Oh wow, a Battle Royale kind of game would actually be pretty sweet. With death zones and all.

I forgot to mention that textures don't need to be applied to tribute tokens, you can leave those be. Really the only things that don't need a make-over is the Cornucopia and other tributes. It should also be optional, whether you want these new textures or not. I strongly suggest that some kind of photo-textures to trees, grass, dirt, sand, items etc. be done. I really have to admit, after a while it does become an eye-sore.

I noticed a huge difference with disabling animations. Maybe in the future, instead of having to wait for another tributes turn to finish, you can continue moving, and cut the animation off, somehow..

+1 vote     reply to comment
Cruiser1 Apr 17 2014, 4:29pm replied:

Battle Royale type death zones are of course similar to forest fires or other Hunger Games disasters, in that both are events to effectively reduce the size of the arena in order to push the remaining tributes/students together.

Interrupting animation is something I've been considering, so it's cool you had the same idea. :) I've added it to 3.0, so that animation continually checks if a key has been pressed, and if so temporarily turns off animation for that turn. That way you get the best of both worlds, able to move as fast as you want, and can see animations whenever you're not moving. :)

+1 vote     reply to comment
crazedgunman502 Apr 23 2014, 12:57am replied:

Since this is going to be a gamemode inspired off Battle Royale, does this mean there will be pre-generated buildings like lighthouses, small villages, and explosive plants that can be detonated? On top of that, will there be a way to "beat" the game, not by surviving, but by stopping the event alltogether ex. get off the metal ring around your neck.

Since it is Battle Royale, would there also be firearms available? Will it be turn based?

+1 vote     reply to comment
crazedgunman502 Apr 14 2014, 1:04am says:

Can you try working on getting that bitmapping thing and a map load/save feature? That'd be a really big game changing feature which I don't see too hard to implement.

+1 vote     reply to comment
Cruiser1 Apr 14 2014, 3:48pm replied:

I'll try to add it in. :) It would be a map load feature. There's no need to save a map, since either you already have it on file, or it was generated randomly (in which case you just need to write down the random number seed if you want to have that map again).

Note there are quite a few things, decisions, and subfeatures that go into map load. For example, it's easiest if you create and load a single bitmap, however the game really has different "layers". A green pixel can be grass, a white pixel snow, and a red pixel a random or specific weapon. How do you do a weapon on top of grass vs. a weapon on top of snow? You could merge the RGB values somehow into unique colors (requiring extra documentation, and parsing on load), or make the terrain clone from the nearest terrain not covered by an object (requiring extra code during load).

+1 vote     reply to comment
crazedgunman502 Apr 14 2014, 5:20pm replied:

Speaking of seeds, is there any way to look at a seed mid game?

I personally think that the second option would be the better way of doing it. Heck, I don't know anything about code, but I personally feel like we have enough colors to work with and having to add more colors to the mix would be a lot more time consuming.

+1 vote     reply to comment
Cruiser1 Apr 15 2014, 12:24pm replied:

To see the random number seed being used for a game, just press "Alt+r". However, seed "0" means to do a random arena, so what if you want to know the specific seed that was used to generate a random arena (so you can replay it)? To do that, bring up console with "Enter" and type "ar" (minus the quotes). That brings up a low level Daedalus settings dialog. The "Random Seed" field in that dialog is the actual seed number being used for the random arena. Copy that number into the Hunger Games "Alt+r" dialog to replay the random arena. :)

+1 vote     reply to comment
crazedgunman502 Apr 15 2014, 12:46pm replied:

Thank you!

+1 vote     reply to comment
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Hunger Games Simulation (Daedalus)
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Released Oct 11, 2013
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