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.

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Guest Feb 22 2015, 3:00pm says:

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crazedgunman502 Feb 23 2015, 7:35pm replied:

Wow, playing with 127 mutts is bloody fun :)

Good find!

I'm hoping for an option in a future update to change the number of mutts independent from tributes. I would really like a horde of mutts ~20, with a normal 24 tribute game. This way, when I like to play on very large maps, the mutts will not make it until the ~2000 turns mark, which could be considered the finale!

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Cruiser1 Creator
Cruiser1 Feb 24 2015, 1:04pm replied:

In the current version the number of Mutts is always equal to the number of tributes per district. Version 3.1 will indeed have a separate "number of mutts" setting, to allow greater or fewer than the default. :) You can play with zero Mutts if wanted, and up to 231 Mutts in a standard game (24 tributes + 231 mutts = 255 maximum living creatures).

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Cruiser1 Creator
Cruiser1 Feb 23 2015, 2:34pm replied:

So you played a game with 127 D1 tributes (which also means 127 Mutts)? [Press the ":" colon key and enter 1 for District count, and 127 for tribute count, to play this scenario.] With only one District present, combat is slower since everybody starts out allied. D1 has barehanded fist as one of its specialized weapons, so will punch more often than other Districts. You're right that other Districts will punch too if cornered by enemies, since they have no better action to take.

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crazedgunman502 Feb 21 2015, 10:11am says:

Should you be able to start forest fires with the blocktorch? Or a lighter, or something. Just think about how intense it would be.

How about a campfire kit or something that you can grab from the cornucopia? When spawned, it provides extended vision where you place it, and you can make "cooked fish" with it, restoring 200 or more food. If not, just make it spawn food like every 30~50 turns or something, it doesn't make very much sense, but oh well. Using campfires can attract tributes, so you can redirect them away from the cornucopia if need be :)

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Cruiser1 Creator
Cruiser1 Feb 22 2015, 1:25am replied:

The Blowtorch weapon could potentially start fires. :) Burning a tree could spread to neighboring trees each turn or two, and spread across grass squares (but not sand, snow, rock, or water squares). Simple fire would burn out eventually, and could be passed through for finite damage. That makes it different from the more lethal and permanent Gamemaker lava walls.

An item that periodically generates food could be a Net trap, which catches squirrels or some sort of game for you. Fire should remain brightly visible at night, which is one minor Daedalus engine enhancement new to 3.1, to allow fog/night effects to not apply to certain spaces.

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crazedgunman502 Feb 15 2015, 7:40am says:

I just thought of something. Perhaps there should be different dialogue for "timid" and "neutral" tributes, when you talk to them.

I don't imagine seeing a young Rue telling me "Why are you talking to ME! GO AWAY OR I WILL KILL YOU!"

Different dialogue would be nice to tell the difference between these tributes.

(p.s can we get custom maps?)

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Cruiser1 Creator
Cruiser1 Feb 15 2015, 6:09pm replied:

There should also be different dialogue based upon your relative power. With three personalities (aggressive, normal, and timid) and three relative powers (stronger, equal, weaker) that results in 9 potential messages for each alliance category.

For example, with respect to enemy tributes, a timid tribute with great gear and lots of health might say "I'm only doing this so I can go home again." Meanwhile, the injured but aggressive Career they're fighting might say, "I'll fight until my last breath!" A powerful Career will confidently say, "I'm coming for you!" Meanwhile a weak timid tribute says, "Please don't kill me!"

I'm still looking into custom maps. :) The easiest way to handle it is have existing settings still determine the arena in many cases, such as the configuration of the Cornucopia and launch platforms. However a custom bitmap can control arena aspects that are currently decided by random, such as blue pixels for water, green for trees, gray for rock, red for brick walls, etc.

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Guest Feb 15 2015, 9:52pm replied:

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Fayths Feb 13 2015, 4:14pm says:

I won another Ultimate Game but this time no kill+vanilla
It was pretty simple up to the point the career took over the cornupia.
I was forced to ally them but just for few minutes until I scrap anything I was able to find (aka a torch -_-). I got lucky, I stalked a group of tribute from district 13, mine district btw, until they met with the careers. From this point on, I team up by giving sword to people and stealing people food. At the first feast, I destroyed the objets but the body armor and two medkits so that tribute that went would get killed by my allies. I ditch my allies I made early game, then made friends with mutts and I hunted down the few last tributes with my team.

Next time, I try to win without allying with the career ^^

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Cruiser1 Creator
Cruiser1 Feb 13 2015, 7:07pm replied:

Congratulations on combining the "Ultimate Victory" achievement (winning the "ultimate game" accessed by "Shift+F2" then enter "U" for arena type) with "Foxface Victory" achievement (no kills)! :) I assume vanilla means standard 3.0 with no mods?

Yes, with 18 tributes per District, the Career alliance has 54 people, so should always take over the Cornucopia. Destroying items with a Blowtorch can be a good strategy, if you can get to them before they're picked up. There shouldn't be Body Armor at feasts without mods, so if you see one a lucky tribute got it as a sponsor gift. Having Mutts live to the end of an ultimate game is uncommon, because the Mutts are outnumbered 13 to 1 by the 100's of tributes so usually get killed off earlier.

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Fayths Feb 14 2015, 1:05pm replied:

I played a lot of ultimate and mutt stay there for a long time. They tend to stay in pack, so that's maybe why. I forgot to mention that most last tributes were starving when I found them. I'm pretty there was body armor at the feast, but I maybe wrong

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Cruiser1 Creator
Cruiser1 Feb 14 2015, 9:39pm replied:

A nice thing about the Hunger Games Simulation is that each game is different. Indeed, there may be Games where all the Mutts are killed early, and other Games with the same settings may end with many ravenous Mutts chasing around the final tributes. :)

The default setting is that all Feasts drop 9 First-Aid Kits and nothing else. However, you can change this by pressing ";" and entering "X33" (which will cause Feasts to give out random items, which may include Body Armor) or "X29" (which will cause Feasts to give only Body Armor).

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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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