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  (60 - 70 of 431)
Fayths
Fayths Oct 14 2014, 6:18pm says:

I believe I found a way to make a trap. You take a pick and start digging right to the bottom of the earth, before that you hit water and put food in it and wait for tributes to fall for it. It may not work tho.

+1 vote     reply to comment
crazedgunman502
crazedgunman502 Oct 14 2014, 6:46pm replied:

This wont work since AI is smart enough to "climb" down instead of taking fall damage.

You are on to something, though. Since AI can now step on landmines I think you may be able to use weapons/food in the wilderness to lure tributes for easy kills.

+1 vote     reply to comment
Fayths
Fayths Oct 14 2014, 8:09pm replied:

Oh, that's what I though.

Could surrounding mines something could work?

+1 vote     reply to comment
Cruiser1 Creator
Cruiser1 Oct 15 2014, 2:58am replied:

Yes, AI will never take falling damage intentionally, although somebody can make an AI take falling damage by for example chopping down a tree they're in. AI can step on landmines, but only if they step down upon one from a position in the air (with space under their feet). If the AI is standing on the ground, then they'll always notice landmines and never step on them.

This means you can make traps with landmines: Place them next to a square which is next to terrain an AI is likely to be clinging to the side of, so they can step off onto the landmine. Surround a valuable item with landmines and AI will be attracted to your trap. Ignoring landmines, even just a valuable item on the ground near you can keep tributes from running away (since its attraction will counteract the repulsion from your powerful self. :)

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Cruiser1 Creator
Cruiser1 Oct 11 2014, 12:42pm replied:

Escaping from the arena is the final and most difficult game achievement listed at Astrolog.org - Therefore the steps needed for it are not something I want to publicly spoil right away. Private message me and I'll give you details if you want. :) I can give a hint: Since there are no lightning trees, the way to do it is different than the method used in Catching Fire.

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JeonForever
JeonForever Oct 8 2014, 3:42pm says:

i have some more suggestions for the next update.

a 'tent' object which over x amount of turns will heal you 1 hp while you're in a certain radius of it, and grant a food object as well. if you get this and make allies, you can also set this as the 'meeting point' or a place to defend from other tributes.

a 'poison' object (i know this was already being planned, but maybe these are new features?) which you can poison another tributes food, weapons, water (if this becomes another item) etc which will either kill them immediately, or do damage over time.

the ability to free an ally from a net (I CANT EVEN STRESS THIS ENOUGH, MY ALLIES ALWAYS END UP IN A NET AND I HAVE TO DEFEND THEM)

a 'fire' object - well, i noticed that at night while im high up in the trees, tracker jacker nests are still visible. if you do the same for a fire you can increase the line of sight in the dark and possibly add other features [camps w/ tents and fires, burning players..wild fires etc]

more chat options - i want to feel like my ally is actually helping me in the game, because usually i do most of the work and i give them items and kill their pursuers. i want to tell them to go get this, go hunt them, stay here, patrol this position etc.

+1 vote     reply to comment
Cruiser1 Creator
Cruiser1 Oct 9 2014, 4:06pm replied:

Tents: Healing without First-Aid Kits is interesting. Perhaps if you have a tent or sleeping bag item, and you stay in one space for 50 turns or so at night, then that counts as being well rested and regenerates some hp. A good stationary object that grants food would be a Net used as a trap, which could catch wildlife.

Poison: Nightlock Berries can already be considered a poison object. I've considered allowing one to apply Nightlock to weapons, making them do extra damage. Certainly they could be applied to food as well to sabotage it. ;)

Nets: I've considered a move-only command, which moves but doesn't attack if a tribute is in front of you. That's useful if moving diagonally between two trees and you can't see an ally is right in front of you, or even if just moving around among a crowded Cornucopia. That command would also allow you to attack the Net instead of the tribute inside of it if you want to help free them.

Fire: Fire should indeed be highly visible in darkness. I've considered a torch object (useful if you can't get Nightvision Goggles) which if lit means enemies can see you from a distance and approach/flee even in darkness.

Chat: The new "come here" command in 3.0 is one new chat option, but there's indeed a lot more that can be done in this area. Note if you can ask allies to do things, they should also be able to ask you to do the same things, and either of you may decide to refuse (although the better the alliance the more likely they should do what you want).

+1 vote   reply to comment
Fayths
Fayths Oct 5 2014, 12:50pm says:

I was playing as district 1 female and my district partner at the same time. We were both starving (200) and all the other tributes where death at turn 1000. I gave nightlocks at my partner, and it said something like he was going to sacrifice himself or something. But he drop the nightlock and we both starved to death instead.

+1 vote     reply to comment
Cruiser1 Creator
Cruiser1 Oct 5 2014, 4:52pm replied:

Hmm, I only know of two scenarios in 3.0 where a tribute says they'll eat Nightlock berries you give them, but then doesn't do so on their next turn:

1) If there's 3 or more tributes left: Your max ally won't actually eat the Nightlock until F2. However since they're not doing anything with the Nightlock right away, they'll soon drop it. I've changed future versions so giving anybody Nightlock before F2 (even a max ally) will anger them the same as attacking them.

2) If your max ally is full: Nightlock is currently food like any other, so can't be consumed if you're over 500 units. If a tribute has Nightlock and can't eat it, they'll soon drop it. I've changed future versions so anybody can always eat Nightlock and suffer the consequences if they want to, no matter how full they are.

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Hunger Games Simulation (Daedalus)
Platform
Windows
Developed By
Cruiser1
Publisher
Astrolog
Engine
Daedalus
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Official Page
Astrolog.org
Release Date
Released Sep 1, 2014
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Style
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Turn Based Tactics
Theme
Fighter
Players
Single Player
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Indie
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Hunger Games Simulation (Daedalus)
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