UE5 Multiplayer Survival Game Demo
Budget: $750 – $1,500 USD
I’m putting together an Unreal Engine 5 multiplayer demo for a survival game concept and I’m looking for a freelancer who’s comfortable with replication + dedicated servers and Gameplay Ability System.
The demo would be in UE5 (ideally 5.7), PC/Steam, replicated with a dedicated server. I’m targeting 2–4 players. Visuals would just be UE5 mannequins in a simple test level.
Gameplay-wise, I’m looking for basic survival mechanics (health, stamina, hunger, thirst), resource gathering using an from fixed nodes (trees and stone), and simple timer-based crafting. Crafting would include an axe, bow, arrows, shield, and a campfire. The campfire is used to cook meat dropped from animals, which players can eat to restore hunger and some health.
Combat should support melee axe and ranged bow + arrows, including damage, death, a downed state, and respawn
I also already have two dinosaur assets with animations and would want very simple behaviors for each: a T. rex predator that roams, detects players, chases, attacks, and can be killed, and a Gallimimus prey that roams, flees when threatened, and can be killed.
One extra mechanic I’d like to prototype is a lasso that allows players to temporarily tame and ride prey dinos only (e.g. Gallimimus). This can be very basic — lasso, mount, ride, dismount. Predators would not be rideable.
I’d strongly prefer using Gameplay Ability System (GAS) for combat, survival effects, and interactions where it makes sense.
I’m not looking for final art, UI polish, procedural maps, or advanced animal behavior — just a stable, playable multiplayer demo that proves the systems work.
The demo would be in UE5 (ideally 5.7), PC/Steam, replicated with a dedicated server. I’m targeting 2–4 players. Visuals would just be UE5 mannequins in a simple test level.
Gameplay-wise, I’m looking for basic survival mechanics (health, stamina, hunger, thirst), resource gathering using an from fixed nodes (trees and stone), and simple timer-based crafting. Crafting would include an axe, bow, arrows, shield, and a campfire. The campfire is used to cook meat dropped from animals, which players can eat to restore hunger and some health.
Combat should support melee axe and ranged bow + arrows, including damage, death, a downed state, and respawn
I also already have two dinosaur assets with animations and would want very simple behaviors for each: a T. rex predator that roams, detects players, chases, attacks, and can be killed, and a Gallimimus prey that roams, flees when threatened, and can be killed.
One extra mechanic I’d like to prototype is a lasso that allows players to temporarily tame and ride prey dinos only (e.g. Gallimimus). This can be very basic — lasso, mount, ride, dismount. Predators would not be rideable.
I’d strongly prefer using Gameplay Ability System (GAS) for combat, survival effects, and interactions where it makes sense.
I’m not looking for final art, UI polish, procedural maps, or advanced animal behavior — just a stable, playable multiplayer demo that proves the systems work.