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 3.1 Released

0 comments by Cruiser1 on Jun 5th, 2015

The new version 3.1 of the Hunger Games Simulation is downloadable here, and includes the following additions over the previous version 3.0 that was released in September 2014:

  • New Arenas: Play in tropical island arenas, ruined city arenas, and even compose your own custom arena bitmaps (sample arena of the 12 Districts included). Beware the moving firewall of lava that forces remaining tributes together.
  • New Actions: New commands to propose an alliance (which may or may not be accepted), and free fellow tributes from Nets. New map which only shows other tribute locations. Net objects can be set on the ground as traps.
  • New Visuals: Movie of each day's fallen tributes is projected into the sky at night. Your movement in game smoothly animates showing intermediate frames. Tribute graphics show item worn when looking at them. Nine times as many chat responses, depending on personality and relative strength.
  • New Settings: 26 new options for customizing the play environment, such as number of Mutts and when they're released into the arena, difficulty levels that don't indicate who died when the cannon fires, and option to automatically give tributes random District appropriate names.

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Hunger Games Simulation (Daedalus 3.1)

Hunger Games Simulation (Daedalus 3.1)

Jun 3, 2015 Full Version 64 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 3.0)

Hunger Games Simulation (Daedalus 3.0)

Sep 2, 2014 Full Version 9 comments

This is an older release: You probably want to download the latest version 3.1 instead.

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 3.1 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 3.1 instead.

Post comment Comments  (70 - 80 of 692)
veggero Aug 4 2015 says:

(after hours, a nerd victory:

+2 votes     reply to comment
Cruiser1 Creator
Cruiser1 Aug 4 2015 replied:

Congratulations on protecting the Cornucopia and going on to win! :) Cool that you're not either D3 (bonus setting landmines) or D12 (bonus digging up landmines), although being D4 does give you (bonus setting Net traps). In the first screenshot I see two spots where tributes can enter on a diagonal. If you seal them off too, you can still get in and out: Just climb the Cornucopia wall and move over the traps while clinging to the side. AI tributes will (probably) not be smart enough to do that themselves.

+1 vote   reply to comment
JeonForever Aug 4 2015 replied:

This is actually my favorite way of winning as a District 3 Male!
Usually when I get the District 3 tribute, the map happens to be city so I block off the roads to get to the cornucopia with landmines and net traps and kill off people. My highest record of kills this way is 4.

+1 vote     reply to comment
Fayths Aug 4 2015 replied:

Try to tame the mutt and kill as much people as possible but get no kills by yourself.
It's really funny.

+1 vote     reply to comment
JeonForever Aug 3 2015 says:

So, I was modifying my hunger.ds file again and found the setting @SAlly and I noticed how low it was...I think it was 5 or 10 or something like that.

I raised it up to 25 and there are a lot more alliances being made before the gong especially now that I changed the number of turns we wait until the gong sounds (15).

A lot of alliances are being proposed during the cornucopia scene and some are rejected brutally, and I find this setting a lot more fun because the AI are actually creating alliances and working together a lot. Sometimes even the careers reach out to one or two more people which gives you more of a reason to be fearful of them.

When I play, there are 3 to 10 alliances made between people, and in my last game there was an alliance of 5 people that were hunting others like careers which made my District 3 boy even more worried than he already was :P.

Has anyone else made any other cool tweaks? because modifying my hunger.ds file so that the game plays differently is a lot of fun to do.

And finally, a suggestion I had is that there should be "fog" in the game which could be transparent gray blocks that cloud up your view which don't let you see as far as you normally could (Could be randomized like hills are)

+2 votes     reply to comment
Cruiser1 Creator
Cruiser1 Aug 7 2015 replied:

There are several other "undocumented" variables like @SAlly that can be changed in hunger.ds or via the command line. For example:

@SCorn: Set to 3 and the Cornucopia and launch platforms will be lit up at night!

@SHover: Set to 1 and corpses won't drop any items (because invisible hovercraft pick up the bodies and everything they're carrying).

@SPeace: Set to 1 and computer tributes won't have the "ensure I have at least one enemy" behavior. Put everybody in the same District, and nobody will fight. To simulate "The Maze Runner", have a 1 District game with @SPeace set in a Maze arena, and it's now Gladers (who never turn on each other) vs. Grievers.

@SCont: Set to 1 and the game will continue and won't stop once there's only 1 tribute remaining. Useful if you ever want to set up a "how long can 1 tribute last against 250 Mutts" scenario.

Fog as transparent gray blocks that you can enter is an interesting idea for fog that's only in certain places. There's already fog implemented in the Daedalus engine as a gradual fade into a particular color in the distance. Night in the arena is actually just implemented as black colored fog. If it were gray colored instead and took place during the day, it would look like fog covering the entire arena.

+1 vote   reply to comment
crazedgunman502 Aug 8 2015 replied:

Stuff like this is exactly what keeps me playing! Cruiser can you please give us a list of unique variables like these?

+1 vote     reply to comment
Cruiser1 Creator
Cruiser1 Aug 8 2015 replied:

All variables in hunger.ds (including @SAlly and the four above) are listed near the beginning of the file in the "Custom variables (internal)" section. In general you should only change the ones starting with "S", which stands for Settings. In addition to the ones described already, there is @SAid, @SBerry, @SBread, and @SFish, which is the number of health/food gained from First-Aid Kits, Berries, Bread, and Fish.

+1 vote   reply to comment
crazedgunman502 Aug 3 2015 replied:

You can edit the cannon booms so that the tributes name is not actually revealed, and it is just instead a cannon boom with the fallen tribute not revealed. This is useful if you are going for a realistic type game and you don't want fallen tributes revealed immediately.

+1 vote     reply to comment
Cruiser1 Creator
Cruiser1 Aug 4 2015 replied:

Having cannons not reveal who died is an official game setting in the UI. :) Set it by selecting the All Settings command (";" key) and entering "q2" to change the game difficulty (setting "q") to 2. There are 52 different settings that can be changed with this command, as documented at - That said, there are some additional "undocumented" settings (like @SAlly above) that can only be changed using the Daedalus command line or by editing hunger.ds.

+1 vote   reply to comment
JeonForever Aug 4 2015 replied:

I actually already did this, when a tribute dies it just said "Boom! A cannon fires. A tribute has died."

I love the immersion it brings, because I hope that the cannon really wasn't someone in my alliance, or I pray that it was someone who attacked me before that I couldn't beat like a career.

+1 vote     reply to comment
crazedgunman502 Jul 31 2015 says:

You know what would be lots of fun? A lava setting! All water tiles on the map is replacing with super hot magma. That means no fish and no trees. The intense heat in the arena makes your food drop -2 each turn (or, if there is a thirst system in the future, -2 each turn. Or, should you be dehydrated even faster than you can starve, -3 each turn.) Tributes who camp out in the woods surviving purely off of berries would be in trouble!

This lava also comes coupled with A VOLCANOOO PRESET! All water tiles do not necessarily have to be replaced by magma, but instead of having a "bowl" shape, the arena would have a volcano shape, with the arena sloping downwards. This would be a challenge as it would be harder to move downwards without falling and taking damage.

The last thing I would like to see are wild animals you can hunt for food. Animals like bears could just be a type of mutt that you can eat, or you can have passive animals like rabbits that run away from you like a weak tribute.

That's all!

+1 vote     reply to comment
Cruiser1 Creator
Cruiser1 Aug 1 2015 replied:

I've considered an option for treating water as lava too, which would indeed be fun to have. :) As an independent setting, there's no reason why you can't have trees present too in such an arena. Trees would actually be useful if lava rivers are present, because you can climb the tree and use a parachute to glide across the lava to get to the other side. Normally you don't want lava rivers, because they may split the arena in sections making it hard to get to other areas. Volcanoes are a fun idea too, which could have certain of the mountains spew forth firewall squares like the Gamemaker finale event does, but just in a localized area instead of covering the entire arena. :)

+1 vote   reply to comment
Fayths Aug 1 2015 replied:

"tributes that camps out in the wood surviving purely off of berries would be in trouble!" do you hate me lol, that's my whole strategy,

Wild animals would be awesome tbh, but there should a limited amount, let's say the area is 200 units big so there'd be 20 animals, so each time it dies, it respawn. But then, the longer the game last, the less animal there'd be (it's the hunger games) so each 500 turns the amount of animals is reduced by a quarter.

+1 vote     reply to comment
crazedgunman502 Aug 1 2015 replied:

Why not just let the player set the amount of animals, just like mutts, trees, etc.

Also, I feel like animals should be allowed to die off on their own. It would just be weird seeing animals just randomly die off.

+1 vote     reply to comment
JeonForever Aug 3 2015 replied:

I agree a lot with the lava and animals and I think I suggested them before but a little differently. I'd rather be able to modify the amount of animals also.

+1 vote     reply to comment
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Hunger Games Simulation (Daedalus)
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Released Jun 1, 2015
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Highest Rated (2 agree) 10/10

The game follows the Hunger Games right to the tee. Everything that a perfect Hunger Games must have is in this simulation. 10/10

Oct 28 2013 by ScariestAuto12

Turn Based Tactics
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