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 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  (70 - 80 of 433)
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.

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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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Guest Oct 4 2014, 2:41pm says:

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Cruiser1 Creator
Cruiser1 Oct 4 2014, 7:04pm replied:

You can change the heights of trees by opening your "hunger.ds" file, and searching for the line starting with "DefineMacro *ITrunk". In that line are two numbers next to each other which by default are "511 255". The first number is the max height of trees (in inches), and the second is the max height of cactus. You can change either to be up to 4095. Also, earlier in that line is a "64", which is the minimum height of trees and cactus. :)

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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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Cruiser1 Creator
Cruiser1 Sep 27 2014, 11:50am replied:

Yes, container items such as backpacks (which could start with items in them), or non-movable containers like crates in the Cornucopia, were an idea being considered for 3.0. (Scroll back a few pages to see earlier comments about it.)

Cool game story about District 3 taking control of the game using landmines! :) Modifying the properties and placement of items can greatly change how the game feels, which can give lots of replay value. Here's a page showing another example of modified items and the alternative Games they produced:

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Guest Oct 12 2014, 10:25am replied:

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JeonForever Sep 28 2014, 6:16pm replied:

great! i love customizing the items and giving them different uses, especially being able to throw nets. I read the story and it was a very cool concept, I like the idea of putting her back in the games for doing nothing.

is there a way to make a tracker jacker nest an item you can throw such as a grenade, but also does splash damage w/ the same effects? i think it would be interesting if every 3-5 turns of having a nest in your inv you take damage, but youre able to use it on your enemies. it also adds new uses for the tracker jacker nest, which from my experiences havent been so useful as nobodys ever damages or walks into them.

also another game story, I was the D4 male playing on the CF arena, grabbing a bow and arrows + making plenty of alliances early so i can escape with good loot. I found a tree and stayed near it for 4 days, planting mines and foraging for food. i plucked off 12 tributes out of 24 using a bow and arrow, easily sniping people from my tree or having them killed by landmines. i ended up winning after forcing another tribute to drown bc they dropped their club to get a spear and equipped an axe.

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Cruiser1 Creator
Cruiser1 Sep 30 2014, 11:47am replied:

Tracker Jacker nests aren't items, but rather are landscape features like footprints and launch tube openings. That means like footprints, you can drop an item on top of a fallen Tracker Jacker nest to destroy it. I agree making nests be standard items in the item list would be cool, since then you could place them to protect supplies, mod them to appear in the Cornucopia, etc.

AI tributes and mutts indeed will never step on a nest (assume that's because they can hear the buzzing from a distance ;) but AI will occasionally step on a landmine (mutts especially are easily blown up since they don't treat landmines different from any other square).

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JeonForever Sep 29 2014, 2:40pm replied:

Is it possible to change the number of mutts each game using hunger.ds without modifying how many tributes there are? 2 mutts die really fast and id rather modify it to have 5-10 mutts each game with 24 tributes.

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Cruiser1 Creator
Cruiser1 Sep 30 2014, 10:41am replied:

Internally, Mutts are treated as tributes from a "District 14", just they have a different look, starting location, and AI. That means the number of Mutts is always the same as the number of tributes from a District. Therefore if you want 5 Mutts, you unfortunately need to have 5 tributes per District too.

One thing you can do is switch to Audience, and resurrect dead Mutts with the F7 or "a" command. You can also decrease the number of Mutts as the Audience by killing one with the F8 or "t" command. Play a game with 127 tributes from 1 District, and the 127 Mutts you'll get with them may feel like too many! ;)

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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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