Hypersomnia
Community-driven multiplayer shooter built from scratch in modern C++ without a game engine. Free, open-source, and only 29MB.
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29MB self-contained multiplayer shooter with its own C++ engine, playable in browser.
Core Features
- Custom C++ engine – no Unity/Unreal dependency
- Ultra-lightweight 29MB download
- Built-in map editor for custom levels
- Cross-platform: Windows, Linux, macOS & browser
- Community-driven, forever free & open-source
What It Can't Do
- •Early-stage game (1529 stars), occasional bugs may exist. Stable internet required for online play. Browser version has slightly lower performance.
Use Cases
- Quick multiplayer sessions with friends without large downloads
- Play a high-performance 3D shooter directly in your browser
- Study a modern C++ game engine source code
Detailed Introduction
Hypersomnia is a fast-paced multiplayer shooter where you can duel friends or lead clans into spectacular wars. Written entirely in modern C++ with its own custom engine (no Unity/Unreal), the game is incredibly lightweight at just 29MB. It features an in-game map editor, supports Windows, Linux, macOS, and even runs in the browser. The project is community-driven, forever free, and open-source under AGPL v3. You can download standalone builds, play via Steam, or try the browser version instantly.
Troubleshooting & FAQ (2)
TroubleshootingWhy does Hypersomnia crash when clicking "Browse servers" on NixOS?
This crash was fixed in Hypersomnia v1.3.0. Upgrade to v1.3.0 or newer by replacing your old AppImage with the latest release, then run it again:
nix-shell -p appimage-run
appimage-run ./Hypersomnia-v1.3.0-x86_64.AppImage
If needed, make the file executable first with chmod +x Hypersomnia-v1.3.0-x86_64.AppImage. Clearing the cache is not the specific fix for this issue.
informationalHow can the 2013 'assemblage buckets' post be used as prior art against Unity's ECS patent?
Use the publicly dated GameDev StackExchange question from late 2013: https://gamedev.stackexchange.com/questions/58693/grouping-entities-of-the-same-component-set-into-linear-memory/. It describes grouping entities with the same component set (an archetype) into linear/contiguous memory and includes diagrams. A published description can serve as prior art for the concepts it specifically discloses; a working implementation is not necessarily required. Preserve evidence by saving the original URL, dated screenshots/exports, and a Wayback Machine capture such as https://web.archive.org/save/https://gamedev.stackexchange.com/questions/58693/grouping-entities-of-the-same-component-set-into-linear-memory/, plus the referenced GitHub issue #9. The maintainer states no assemblage-bucket implementation was found; the earliest available code only had per-component-type pools, so the StackExchange publication itself is the key prior-art evidence. Consult a patent attorney for claim-specific legal analysis.
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Getting Started
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Visit hypersomnia.io or Steam page
Download the installer for your OS (or click 'Play in the Browser')
Run the downloaded executable or wait for the browser to load
- Visit hypersomnia.io or Steam page
- Download the installer for your OS (or click 'Play in the Browser')
- Run the downloaded executable or wait for the browser to load
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Open Source Transparency
View GitHub SourceUninstall Info
Windows: Delete the folder. macOS: Move app to Trash. Linux: Delete the AppImage file. Browser version needs no uninstall.
No Extra Dependencies
Ready to use after download. No additional runtime required.
Having issues? Check the FAQ below
2 FAQs
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