Hypersomnia

Competitive top-down shooter blending Counter-Strike with Hotline Miami. Runs on Linux, Windows, MacOS and the Web.

Slowing · 51
51/100
Slowing

Activity has dropped noticeably. Check the repository before committing to it.

Maintenance 28/40
Releases 13/25
Community 9/20
Momentum 1/15

Commit activity more than 70% of tracked projects; popularity more than 44%. How this is calculated.

Commits, last 11 months

2025-10: 13 commits 2025-11: 7 commits 2025-12: 10 commits 2026-01: 230 commits 2026-02: 84 commits 2026-03: 79 commits 2026-04: 56 commits 2026-05: 137 commits 2026-06: 21 commits 2026-07: 0 commits 2026-08: 2 commits
2025-10 639 total 2026-08
Stars1.7k
Latest release—
Repo updated28 Sept 2026
LicenceAGPL-3.0
Built withC++, Docker

Is Hypersomnia actively maintained?

Development is ongoing. The repository recorded 639 commits over the same window, and the last three months alone account for 23 of them.

Activity is cooling: commits are down 92% against the previous quarter. One slow quarter is normal; two in a row is a signal.

No tagged releases are published, so there is no stable version to pin to — you would deploy from the default branch or a container image built from it.

Hypersomnia ranks #8 of 20 in Games, placing it mid-table for maintenance activity.

What Hypersomnia actually does

Hypersomnia is a top-down tactical shooter that combines fast-paced combat mechanics with team-based competitive elements. It is written in C++ and can be hosted independently to run multiplayer game sessions across Linux, Windows, macOS, and web browsers.

Best fit: Self-hosters and gaming communities looking to spin up a dedicated multiplayer action game server for small groups.

Worth knowing: The absence of tagged releases suggests that you may need to build from source or rely on bleeding-edge development commits, which can introduce instability.

Deployment notes

Because the project includes Docker support, containerised deployment is straightforward, typically requiring standard port forwarding for game traffic and a reverse proxy if handling web-based clients.


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