{
  "id": 5172100,
  "title": "I remade Hamurabi, the game I used to play a lot as a kid (even though it had a different name back then).",
  "url": "https://urgent.news/2026/09/02/i-remade-hamurabi-the-game-i-used-to-play-a-lot-as-a-kid-even-though",
  "topic": "tech",
  "section": "Tech",
  "published": "2026-09-02T20:43:34.000Z",
  "source": {
    "name": "Dev.to",
    "slug": "dev-to",
    "url": "https://dev.to/mikehoh/i-remade-hamurabi-the-game-i-used-to-play-a-lot-as-a-kid-even-though-it-had-a-different-name-back-2m2b"
  },
  "original_language": "en",
  "account": "In the 1990s, the author, who was still in school, engaged with a game called Gospodar on their home PC. This game aimed to simulate a 10-year reign, requiring the player to plant crops, acquire land, feed their populace, and welcome new settlers. The author's father was equally captivated by the game; they often debated resource allocation and the equilibrium between saving for the future and distributing to the populace.\n\nYears later, the author discovered that Gospodar was, in fact, the classic game Hamurabi. The original program was crafted in BASIC in 1968, with the developers of the author's version merely altering the title and setting. Despite the game's name and geographical backdrop changing, the core gameplay remained largely intact.\n\nDriven by nostalgia, the author decided to recreate the game, preserving the original Hamurabi name and Babylonian setting. They sourced the original formulas, developed the engine, and ran the simulation. The author recognized that their adult perspective made the 10-year period feel less formidable, and the game's mechanics felt overly predictable. Consequently, they enhanced the game's complexity.\n\nThe revised math made mere grain accumulation insufficient for a favorable outcome. The game now tracks the stability of the ruler's rule throughout the 10-year period. It examines the correlation between population growth and land expansion, assesses the impact of any abrupt declines, and evaluates the effectiveness in handling crises. The penalties for errors are more severe, making victory a challenging endeavor. However, even with a few unfortunate incidents, such as unintentional famine, success is attainable.\n\nBeyond the game's logic, the author also revamped the visuals, generating graphics and music, and incorporating multiple languages. The game is a web application, accessible via any browser on a computer or mobile device. Users can save their progress in the browser, allowing them to pause and resume play at any time. The author hopes that those who fondly recall Hamurabi will experience a nostalgic connection, while newcomers can explore a fragment of gaming history. The game can be accessed at https://hammurabi.webixsoft.com.",
  "summary": "Back in the 90s, when I was in school, I had a game on my home PC called Gospodar. The idea was simple: you have 10 years to rule. You plant crops, buy land, feed your people, and wait for new settlers. I could play it for hours. My dad was totally into it too. He quickly figured out the math and could sit there managing the kingdom for ages. We would often discuss how much grain to save for…",
  "key_points": [],
  "editors_take": null,
  "illustration": null,
  "coverage": {
    "outlets": 1,
    "also_reported_by": []
  },
  "ai_generated": true,
  "disclaimer": "Summaries, key points and the editor’s take are written by software from other outlets’ reporting and may contain errors — always check the linked original."
}