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Hypersomnia is a hardcore arena mixing eSports with pixely nostalgia.
Every match will be unforgiving - every duel a psychological battle.
More of a peaceful soul?
Unleash your creativity in the WYSIWYG in-game map Editor that lets you instantly playtest your maps online.
It's all free and open-source.
Written without a game engine, in bare C++. Only 50 MB.
Feel free to build it yourself from GitHub and modify Hypersomnia to your heart's content.

Features:
  • 24 unique firearms.
  • 2 game modes: Bomb defusal (team-based) and Gun game (free-for all).
  • 6 magic spells, 4 grenade types and 7 melee weapons.
  • An in-game map editor that lets you host a work-in-progress map to test with your friends in a single click. Quickly iterate your map unlike in any game engine.
Declare allegiance to one of the three factions whose apple of discord is a disparity between prevailing notions of moral excellence:
Metropolis. Atlantis. Resistance.
Will you take revenge for the unethical simulation of an inferior universe? Will you support the cruel experiments to win total control over metempsychosis? Or will you join the underground civilization that awaits the end of war in this dangerous afterlife reality?
Hypersomnia
Patryk CzachurskiDeveloper
TeamHypersomniaPublisher
2023-12-28Release
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Very Positive (131 reviews)
Public Linux Depots:
  • [0 B]
Fixed deep netcode bug

Player was sometimes teleported, or getting randomly killed by bots even though it still walked on the screen. The footstep smokes were there but no bot was visible.\n\nTechnical:\n\n- This was because of the decorative organisms (e.g. fish on `de_cyberaqua`) mistakenly using the same RNG as the simulation logic.\n- Normally when state desyncs, it is detected by the client - a state hash that differs from the server\'s is seen and a resync from the server is requested.\n- Not this time - this bug was apparent on the predicted game world which only exists on the client.\n- When the client is alone on the server, their predicted game world is usually spot on and might never get corrected for a long time until a random spike in lag (latency affects which simulation step your inputs might get applied to, so the **more stable your connection was, the more often this happened** as the predicted world was corrected more rarely).\n- However if that predicted game world has a different advance logic, the predicted and the referential server world might start diverging exponentially.\n- This is what happened here - within the predicted world, I purposely disable simulating fish to save processing time, assuming that will not break determinism of the rest of the simulation, but I haven\'t realized the fish are using the same RNG as the logic. Fish requesting next random values from the RNG causes the next requests to be different for the other simulation logic later down the road.\n

[ 2025-07-20 18:59:59 CET ] [Original Post]

Minimum Setup

  • Memory: 512 MB RAM
  • Graphics: OpenGL 3.0Network: Broadband Internet connection
  • Storage: 128 MB available space
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Terraforming Mars
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