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 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.
- Kill-Based Scoring Conversion — replace the original MonsterHunt damage-based scoring system with a system that awards points when a monster is actually killed.
- Remove Damage Scoring — stop players from earning score simply by damaging monsters so repeated hits no longer inflate individual scores.
- Monster Death Detection — reliably identify when a monster has actually died and determine which player should receive credit for the kill.
- Kill Credit Assignment — award the monster’s point value to the player responsible for the killing blow.
- Monster Point Values — establish configurable point values so different monsters can reward different amounts when killed.
- Tier-Based Scoring Foundation — prepare scoring for Standard, Large/Elite, MiniBoss, and Boss classifications.
- Prevent Duplicate Awards — ensure a monster can only award its kill score once.
- Player Score Integration — update the normal MonsterHunt score so existing HUD, replication, and scoreboard systems continue using it.
- Bot Scoring Support — bots earn monster kill points using the same rules as human players.
- Dedicated Server Replication — calculate scores authoritatively on the server and replicate them correctly.
- 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.
- Four-Team Framework — configurable 1–4 team MonsterHunt support.
- Team Identities — Red, Blue, Green, and Gold.
- Player Team Assignment — automatic assignment with balanced teams.
- Bot Team Assignment — bots use the same four-team balancing system.
- Team Rival Damage — establish damage rules between teammates and rival teams.
- Team Scoring — combine player MonsterHunt points into each team’s overall score.
- Team Placement — rank teams from 1st through 4th.
- Dynamic Team Scoreboard — adapt automatically for 1, 2, 3, or 4 active teams.
- Four-Team Scoreboard Layout — Red/Blue/Green/Gold presentation with player scores and team totals.
- Match Results — determine winning team and final placements when the objective is completed.
- MVP System — identify the highest-performing individual player.
- 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.
- Player Contacts
- Human players use a circular icon.
- Bots use a square icon.
- Both are colored by team: Red, Blue, Green, or Gold.
- 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.
- Monster Leveling Framework — monsters receive an actual level rather than relying only on stock statistics.
- Dynamic Monster Scaling — higher assigned levels progressively strengthen monsters.
- Player-Level Influence — prepare monster levels to respond to participating player levels.
- Level Range — support progression eventually scaling as high as Level 999.
- Health Scaling — scale maximum and starting health without permanently altering stock classes.
- Damage Scaling — increase attack strength as monster level rises.
- Speed and Combat Scaling — framework for movement speed, attack speed, reactions, and other combat properties.
- Base Stat Preservation — use original species statistics as the scaling foundation.
- Spawner Level Integration — spawners can assign or influence monster level.
- Runtime Scaling — apply calculated statistics when monsters spawn without requiring individually modified map actors.
- Level Replication — expose assigned level and relevant scaled information to clients for HUDs, health bars, and identification systems.
- Future Attribute Foundation — provide the framework Phase 5 uses for attributes, tiers, elemental characteristics, abilities, Elite identities, MiniBosses, and Bosses.
- 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.
- uRh Monster Classes — begin creating our own monster classes rather than relying only on stock Unreal monsters.
- Monster Attributes — define the actual stats and attributes each monster receives and connect them to Phase 4 scaling.
- Monster Tiers — Standard, Elite, MiniBoss, and Boss identities become part of the monster itself.
- Elemental Characteristics — incorporate Physical, Fire, Ice/Frost, Lightning, Poison, and future elements.
- Monster Abilities — special attacks and behaviors appropriate to each monster type and tier instead of simply increasing health and damage.
- Leveling Behavior — monsters properly respond to the leveling system and future large-scale progression.
- Elite Identities — Elites become genuinely different encounters rather than ordinary monsters with boosted numbers.
- MiniBoss Identities — unique abilities, presentation, statistics, and combat characteristics.
- Boss Identities / Evolution — bosses receive their own characteristics and can use the health-stage and boss systems created during Phase 4.
- Monster Statistics / Reward Hooks — expose information required by later leveling, skills, accolades, rewards, and persistent player-stat systems.