Multiplayer top-down shooter released as free software. (upcoming)
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(Our CI is due to be overhauled. Currently, the game is only buildable under clang 6.0.0 and gcc 7.3.1; or newer ones.)

Hypersomnia is an upcoming community-centered shooter released as free software, with an aspiration to one day become an MMO with elements of RPG.

Set in a hypothetical afterlife reality, it shall provide joy through altruistic behaviours, fierce fights, exploration, fulfillment of elaborate social roles or sowing panic as a traitor to benevolent ones.

Declare allegiance to one of the three factions whose apple of discord is a disparity between prevailing notions of moral excellence. Metropolis. Atlantis. Resistance.

See the game's wiki to get familiar with the universe.
To understand the repository's folder structure, make sure to read the documentation.


Watch gameplays on YouTube:


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How to build

To build Hypersomnia, you will need some dependencies installed on your system:

  • The newest CMake.
  • git to clone the respository and later generate version information.
  • Optional: 7-Zip so that the Release configuration can automatically create a compressed archive with the executable and game resources, ready to be sent to someone.
  • Optional: Python 3.6 or newer for the script that prepares an archive with the executable.

Once installed, go to the directory where you wish to have your Hypersomnia project downloaded, open git bash and paste:

git clone --recursive

The repository will start downloading. Once complete, create a build/ folder next to CMakeLists.txt file.
Next steps depend on the platform you are on.


You will need Visual Studio 2017 Preview or newer. Use your favorite shell to go into the newly created build/ folder and run:

cmake ..

If you want to somehow customize your build, refer to the beginning of CMakeLists.txt to see which options you can pass to the cmake command.

Resultant .sln and .vcxproj files should appear in the build/ directory. Open Hypersomnia.sln file, select Release configuration and hit F7 to build the game. F5 should launch it.

If, for some reason, some step fails, refer to the latest working Appveyor build and the relevant appveyor.yml file.


Current platforms are actively supported:

  • Arch Linux with i3 window manager
  • Ubuntu 14.04 trusty, but it was only tested via Travis - the unit tests all pass.



  • git
  • cmake
  • ninja

Build dependencies

  • pkg-config
  • libx11
  • libxcb
  • xcb-util-keysyms

On Ubuntu:

  • alsa-oss
  • osspd-alsa
  • osspd
  • libasound2
  • libasound2-dev
  • libxcb-keysyms1-dev
  • libxi6
  • libxi-dev

Compiler toolchain

You can go with:

  • gcc 7.3 or newer, or...
  • ...llvm toolchain. Required components:
    • clang 6.0.1 or newer
    • libc++
    • libc++abi
    • libc++experimental
    • lld
      • This one is optional, but it speeds up the relink time a great deal.

If you don't know which one to choose, llvm is recommended.
Here are some test full-rebuild timings for Intel(R) Core(TM) i7-4770K CPU @ 3.50GHz:

make all -j8 -C build/current  1115.80s user 55.62s system 660% cpu 2:57.26 total
clang with gnu ld:
make all -j8 -C build/current  789.00s user 34.62s system 668% cpu 2:03.24 total
clang with lld:
make all -j8 -C build/current  781.58s user 33.29s system 696% cpu 1:57.04 total

LLVM toolchain is expected to yield much faster build times, even on the order of minutes.
The generated binary is also more performant (e.g. a simple benchmark yielded 700 FPS versus 800 FPS on a default main menu scene)

One-shot launch

git clone --recursive
cd Hypersomnia
cmake/ RelWithDebInfo x64
ninja run -C build/current

Detailed instructions

Use your favorite shell to enter the repository's directory. Then run:

cmake/ [Debug|Release|RelWithDebInfo|MinSizeRel] [x86|x64] [C_COMPILER CXX_COMPILER] ["ADDITIONAL CMAKE FLAGS"]

For example:

cmake/ Debug x64 clang clang++

After which, the resultant Makefile should appear in the build/Debug-x64-clang directory.

Example for gcc:

cmake/ Debug x64 gcc g++

After which, the resultant Makefile should appear in the build/Debug-x64-gcc directory.

Invoking ninja

If you are building with clang, make sure to call these exports before invoking ninja:

export CXX=clang++; export CC=clang;

This is because some third-party libraries - freetype, for example - generate their Makefiles only after calling ninja on the Hypersomnia's itself. (if GCC build fails for some reason, add respective exports as well.)

There are several additional ninja targets defined:

ninja run

Launches the game normally.

ninja tests

Launches unit tests only and exits cleanly.

The above targets set the working directory automatically to ${PROJECT_SOURCE_DIR}/hypersomnia.

If, for some reason, some step fails, refer to the latest working Travis build and the relevant travis.yml file.

If the game fails to launch, it should automatically open a log file with the relevant message using $VISUAL executable.

Editor integration

If you plan to use the Hypersomnia editor on Linux, you might want to follow some additional configuration to make the experience better.

Opening and saving files

The Hypersomnia editor can open files for editing and save them.
On Windows, this is accomplished through GetOpenFileName.
Needless to say, such a thing does not exist on Linux.
Hypersomnia provides bash scripts for common file managers in hypersomnia/scripts/unix/managers.
Choose one for opening and one for saving, then cd to hypersomnia/scripts/unix and, assuming you want to use ranger as your file manager, create symlinks as such:

  • ln -s managers/save_file_ranger.zsh save_file.local
  • ln -s managers/open_file_ranger.zsh open_file.local
  • ln -s managers/choose_directory_ranger.zsh choose_directory.local
  • ln -s managers/select_file_ranger.zsh select_file.local (e.g. for when there is a need to reveal the file in explorer)

The symlinks will not be tracked by git.

Currently, the following file managers are supported:

  • ranger through --choosefile option

The scripts use $TERMINAL variable for file managers that need a terminal to run on. Ensure your terminal supports -e flag that passes the commands to launch on startup.

If you want to implement your own script, the only thing it is required to do is creating a $PWD/cache/gen/last_file_path.txt file containg the path to the file to be opened or saved to by the editor.


Pull requests are welcomed, should they even be typo fixes, missing const guarantees or changes in nomenclature. If you however plan to add a completely new feature, create a relevant issue so that everybody knows about it, because the project is continuously in a very, very active development and may undergo a revolution when it is the least expected.

For documentation, please make sure to read the wiki to learn about the game and the source code.

You will be added to TeamHypersomnia organization once at least one of your pull requests is accepted.

If you have questions or you fail to build Hypersomnia, create an issue. Or if you just can't wait to utter some brilliant ideas with regard to the game, please do so, too!