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Comments (37)

What do you think?

PLS ADD LINUX SUPPORT

You should fix the Lighting or at least add a gamma setting since the training map is most of the times way to Dark, I really like the Idea with the Prop hunting!

Oh my god, one of the best game modes in a video game is now a standalone game!!

the animations arent the best and when I picked the SMG I got a rocket launcher?? sadly couldn't find a game but a standalone prophunt is really exciting
p.s. hi Jim Pickens

can you make this for mac i really want to plays this

Prophunt is a multiplayer game where there are two teams Hunters and Props.
Props will hide from hunters while hunters will find them.
Props have to survive 6 mins by becoming various objects from the map and blend in with them

shooting_gif.gif
highresscreenshot00004-pxwcuqms.png

Requires 2 players minimum
The game can be played without steam but only offline Lan
STEAM will be required to play online

ALL CONTROLS ARE EDITABLE

Public Assets used:

Good sky

Bp wpn component

Fps weapon bundle

Military weapons silver

HQ Residential House

Flyingkitty's Video: Now That's A Lot Of Phil Swift Brain Damage

Note: Game is in early access so expect some glitches and bugs.

#shooter #multiplayer #survival #fps #other #action #singleplayer #survival #3D #FirstPerson #PvP #prophunt #UnrealEngine



teen
Mild Fantasy Violence
Animated Bloodshed
Mild Language

Small Patch

v0.1.6

Update v0.1.5

Sorry for taking so long. Again.

Prop location reveal.

It is a mesh particle with color and opacity changing over time.

Any color suggestion for start and end?

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There was a major fps drain using the directional sunlight, So i removed it and used rain instead.

The rain particle's material refract light from the surroundings.

Graphics option menu changed.

I might change the color scheme and size of text/options.

Does anyone want a terrible looking Doughnut?

Update 0.1.4

Patch Notes

Sorry for taking so long.

I ended up changing the cabin mesh as the old mesh was causing performance issues. It doesn't look as good as the old one though.

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Foliage Render Pop in.

The Distance Parameter in material and foliage Cull distance wasn't syncing up properly but it ended it up being an engine bug.

There's also another setting in material editor 'Dithered LOD Transition'. I would like to try that too.

V 0.1.3
Little Patch