uRh2026 MONSTERHUNT

Current Development Phase: Phase 5

MonsterHunt Development Progress

The uRh2026 MonsterHunt overhaul is being rebuilt in structured phases so each system becomes a foundation for the next. The project has moved from scoring and four-team gameplay through radar and monster-level scaling, and is now in Phase 5: creating the actual uRh monster framework.

Phase 1Complete
Phase 2Complete
Phase 3Complete
Phase 4Framework Complete / Beta
Phase 5Active Development

Phase 4 Beta Preview

Preview footage from the Phase 4 Monster Leveling Framework beta.

Phase 1 — Kill-Based Scoring Conversion

Replace damage-based MonsterHunt scoring with authoritative points awarded when a monster actually dies.

Complete
  1. Kill-Based Scoring Conversion — replace the original MonsterHunt damage-based scoring system with a system that awards points when a monster is actually killed.
  2. Remove Damage Scoring — stop players from earning score simply by damaging monsters so repeated hits no longer inflate individual scores.
  3. Monster Death Detection — reliably identify when a monster has actually died and determine which player should receive credit for the kill.
  4. Kill Credit Assignment — award the monster’s point value to the player responsible for the killing blow.
  5. Monster Point Values — establish configurable point values so different monsters can reward different amounts when killed.
  6. Tier-Based Scoring Foundation — prepare scoring for Standard, Large/Elite, MiniBoss, and Boss classifications.
  7. Prevent Duplicate Awards — ensure a monster can only award its kill score once.
  8. Player Score Integration — update the normal MonsterHunt score so existing HUD, replication, and scoreboard systems continue using it.
  9. Bot Scoring Support — bots earn monster kill points using the same rules as human players.
  10. Dedicated Server Replication — calculate scores authoritatively on the server and replicate them correctly.
  11. Compatibility Foundation — prepare for monster tiers, four-team scoring, leveling, accolades, skills, and persistent player statistics.

Phase 2 — Four-Team MonsterHunt

Expand MonsterHunt from the traditional single-team structure into a configurable one-to-four-team system.

Complete
  1. Four-Team Framework — configurable 1–4 team MonsterHunt support.
  2. Team Identities — Red, Blue, Green, and Gold.
  3. Player Team Assignment — automatic assignment with balanced teams.
  4. Bot Team Assignment — bots use the same four-team balancing system.
  5. Team Rival Damage — establish damage rules between teammates and rival teams.
  6. Team Scoring — combine player MonsterHunt points into each team’s overall score.
  7. Team Placement — rank teams from 1st through 4th.
  8. Dynamic Team Scoreboard — adapt automatically for 1, 2, 3, or 4 active teams.
  9. Four-Team Scoreboard Layout — Red/Blue/Green/Gold presentation with player scores and team totals.
  10. Match Results — determine winning team and final placements when the objective is completed.
  11. MVP System — identify the highest-performing individual player.
  12. Dedicated Server Replication — replicate team assignments, scores, totals, placements, and scoreboard data.

Phase 3 — Radar Upgrades

Improve battlefield awareness with distinct player, bot, team, monster-tier, and special-role contacts.

Complete
  1. Player Contacts
    • Human players use a circular icon.
    • Bots use a square icon.
    • Both are colored by team: Red, Blue, Green, or Gold.
  2. Monster Contacts
    • Normal: light-gray circle
    • Large: orange diamond
    • Elite: bright-orange triangle
    • MiniBoss: violet hexagon
    • Boss: pulsing magenta star
    • Flying: blue wing overlay
    • Explosive: white blast-cross overlay
    • Support: cyan medical-cross overlay

Phase 4 — Monster Leveling Framework

Give monsters real levels and scalable runtime statistics while preserving the identity of the original monster class.

Framework Complete / Beta
  1. Monster Leveling Framework — monsters receive an actual level rather than relying only on stock statistics.
  2. Dynamic Monster Scaling — higher assigned levels progressively strengthen monsters.
  3. Player-Level Influence — prepare monster levels to respond to participating player levels.
  4. Level Range — support progression eventually scaling as high as Level 999.
  5. Health Scaling — scale maximum and starting health without permanently altering stock classes.
  6. Damage Scaling — increase attack strength as monster level rises.
  7. Speed and Combat Scaling — framework for movement speed, attack speed, reactions, and other combat properties.
  8. Base Stat Preservation — use original species statistics as the scaling foundation.
  9. Spawner Level Integration — spawners can assign or influence monster level.
  10. Runtime Scaling — apply calculated statistics when monsters spawn without requiring individually modified map actors.
  11. Level Replication — expose assigned level and relevant scaled information to clients for HUDs, health bars, and identification systems.
  12. Future Attribute Foundation — provide the framework Phase 5 uses for attributes, tiers, elemental characteristics, abilities, Elite identities, MiniBosses, and Bosses.
  13. Future Progression Integration — prepare integration with player leveling, skills, accolades, prestige, weapon progression, and persistent statistics.

Phase 5 — uRh Monster Classes & Identities

Current phase: turn the scaling framework into a full custom monster ecosystem with meaningful identities, abilities, tiers, and progression hooks.

Active Development
  1. uRh Monster Classes — begin creating our own monster classes rather than relying only on stock Unreal monsters.
  2. Monster Attributes — define the actual stats and attributes each monster receives and connect them to Phase 4 scaling.
  3. Monster Tiers — Standard, Elite, MiniBoss, and Boss identities become part of the monster itself.
  4. Elemental Characteristics — incorporate Physical, Fire, Ice/Frost, Lightning, Poison, and future elements.
  5. Monster Abilities — special attacks and behaviors appropriate to each monster type and tier instead of simply increasing health and damage.
  6. Leveling Behavior — monsters properly respond to the leveling system and future large-scale progression.
  7. Elite Identities — Elites become genuinely different encounters rather than ordinary monsters with boosted numbers.
  8. MiniBoss Identities — unique abilities, presentation, statistics, and combat characteristics.
  9. Boss Identities / Evolution — bosses receive their own characteristics and can use the health-stage and boss systems created during Phase 4.
  10. Monster Statistics / Reward Hooks — expose information required by later leveling, skills, accolades, rewards, and persistent player-stat systems.