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 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.

Post comment Comments  (70 - 80 of 527)
Fayths Feb 9 2015, 10:24am says:

Could you make a tutorial on how to make macros an mod and edit the game, because when I try, i t's won't work

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Cruiser1 Creator
Cruiser1 Feb 9 2015, 2:26pm replied:

There's a tutorial for modding The Hunger Games Simulation at which covers command lines and the "hunger.ds" script file that contains the game.

Remember that some settings or changes require you to start a new game before they take effect (Press "F2" or "Shift+R"), while changes to "hunger.ds" sometimes require restarting the game altogether. If there's something you're trying to do, mention exactly what you did and what the results or error messages were, and we should be able to give advice on what to do. :)

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crazedgunman502 Feb 9 2015, 6:52pm replied:

Oh wow, that's been there since December? I completely missed it! I've definitely always wanted limited inventory slots (as I thought carrying 10 tridents was too unrealistic.

I tried some of the command lines you've provided as an example and I just get unknown parameter, for example putting in:

SetString %ZAlly '!!34567890ABCM

Resulted in:

Unknown Parameter: !!34567890ABCM

Not sure what the cause of that was, oh well.

+1 vote     reply to comment
Cruiser1 Creator
Cruiser1 Feb 9 2015, 7:16pm replied:

You're missing a final single quote at the end of the string above. It should be: SetString %ZAlly '!!34567890ABCM'

With double quotes (which should be removed) surrounding the entire command line it looked like: "SetString %ZAlly '!!34567890ABCM'" (due to the variable width font it may not be obvious that it's a single quote followed by a double quote).

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crazedgunman502 Feb 9 2015, 10:32pm replied:

Oh, thank you! I couldn't figure out what I was doing wrong :<

+1 vote     reply to comment
JeonForever Feb 12 2015, 5:44pm replied:

Hey if you are still looking for how to limit your inventory, scroll down to the bottom until you find SInv. Change the number next to it and that will set how many inventory slots you & your tributes will have everytime you start the game. SInv 20 is what I use, It seems overpowered but I really modified my game so its reasonable. ^^

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Guest Feb 5 2015, 10:14pm says:

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Cruiser1 Creator
Cruiser1 Feb 6 2015, 12:25pm replied:

You can easily make all Districts fight each other (with no Career alliance). Press "Enter", then type "SetString %ZAlly '1234567890ABCM' (minus the surrounding quotes), and press OK, then start a new game. This setting is described in detail at:

You can make District partners start out ready to attack each other with a more complicated command line. Begin a new game, then press "Enter" and type "SwapTexture -1 %BAlly @z kDot kDot Rgb 150 0 0 ColorDotSet kDot @z SwapTexture -1 %BAlly" (minus the quotes again). That will make all tributes neutral to each other with no alliances of any kind in place, and willing to attack their District partner as likely as anybody from another District. Even Mutts may attack each other.

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crazedgunman502 Jan 27 2015, 1:41am says:

Hey, I know a feature I think the 3.1 version could really use :D

There could be a new command, "C" for crafting(?) (If it isn't already in use)

Existing items could be combined to make entirely new items. For example, crafting a knife + 2 night lock berries = poisoned throwing knife, which could poison your enemy and deal small damage over time (1 damage a turn?)

Setting traps with nets is also a must have too.

But most of all we need more gamemaker action is the arena. Something to bring AI tributes closer together.

I would also like an option to, after X turns, summon a wolf mutt for every tribute that has died. I currently feel mutts are too underwhelming and had to crank up their damage 5x to make them feel dangerous alone.

+1 vote     reply to comment
Cruiser1 Creator
Cruiser1 Jan 27 2015, 5:12pm replied:

Net traps have been added to 3.1. :) You or AI can set them with the dig command while wielding a Net ("x" hotkey). The Net becomes an environmental hazard similar to Tracker Jacker wasp nests on the ground.

The "C" hotkey is already used for asking a tribute to come over to your location, a new command in 3.0. But yes, using Nightlock to poison weapons is a long considered idea. See idea #3 in the list at:

Currently the number of Mutts is limited to the number of tributes per District (since Mutts are an invisible "District"). Removing that limitation would allow any number of Mutts to exist or be spawned (up to 255 creatures total, which is another potentially expandable limit).

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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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