Multiplayer Feature Ideas

(Update 17.08.2025 - I wrote the ideas more clearly, nothing new added**)****

Configurable Battles**

  • Custom match setup: 1v1, 2v2, 3v3, 1v1v1, or large-scale free-for-all (up to 6 players).

  • Players can fine-tune rules, team sizes, and win conditions for variety and replayability.

Interactive Arenas

  • Arenas include traps, hazards, or roaming monsters that can confuse or kill players.

  • Option in settings to enable/disable these elements for competitive balance.

Gladiator Mode

  • All players start with identical base stats and no equipment.

  • Weapons, armor, and items are scattered in the arena and can be picked up directly (auto-equip, no inventory management).

  • Focuses on adaptability, fast decision-making, and arena control.

Time Trial Mode

  • Players must defeat a set number of enemies or take down a boss.

  • Can be played versus (who finishes first) or co-op (team efficiency).

  • Encourages speed, precision, and optimal builds.

Survival Mode

  • Co-op or versus mode where players face endless waves of enemies.

  • Difficulty increases over time with stronger foes or environmental hazards.

Last player/team standing wins.

Game Mode: Cursed Crown (King of the Hill + Capture the Flag)

  1. Players fight to control a small capture zone (“the hill”). Staying in the zone until the timer runs out grants 1 point and spawns a Crown Flag.

    • The player must bring the Crown Flag to their base and sit on the throne to score.

      • If the crown holder succeeds, they earn +2 points.

      • However, the crown is cursed and applies negative effects (slower movement, reduced health regen, visible on minimap, etc.).

    • Other players can kill the crown holder:

      • If they take the crown and return it to their base, they only earn +1 point and suffer no curse.
    • After each crown capture, the hill moves to a new location.

    • Players must choose: fight for the cursed crown or capture the next hill for a new flag.

    • Win conditions:

      • Time limit or score limit.

      • In case of a tie → the player with fewer deaths wins. (etc)

Thank you for reading!

I love all of this , please add a ranking sistem for the 1vs1 2vs2 and 3vs3 arenas

It would be cool if one of us could conceptualize what PVP would look like roughly on paper. What the scenery will be like, weather conditions, what the PVP location will look like, vegetation, transitions. What it will be: a teamfighting for several teams (2, 3 or 4) or every man for himself (meat grinder) on a time limit with infinite revivals.
I also have ideas on making a “Last Hero” mode with traps, playthroughs for time. Also combining the concept of traps, then battles with enemies, and then already with players and get PVE+PVP.
So many interesting ideas:) Might be bad, but I think it would be possible to add simple PVP game modes as well.
Though I don’t see the interest in challenging for a 1 on 1 duel just to fight in a simple arena… But by the way what is interesting this mode a lot of players often ask for, want to assert themselves that they are the best.
A poll could be made. If they will be added to the game and do not get popularity or do not like them right away, then just remove them. And in general I would like forgotten game modes and unique ones.
Lots of PvP modes is good, but maybe something should be abandoned because not everything is popular and it’s also about online :? :thinking:

You may not see the appeal of 1v1 because you’re only thinking about fighting strangers, not friends. Playing with friends is a completely different kind of fun. With strangers, many players just want combat for the sake of it—maybe because no friends are online, or because, as you said, some want to prove they’re the very best.

When I talk about configurable battles, I mean that a few basic modes can easily turn into many more just by allowing customization. You get more from less. With proper configuration, players’ wishes can be satisfied without constant polls on what game modes should be added.

For example, even from a simple 1v1 mode, you can create a mini-tournament: 8 players fight in pairs, leading to 3 matches for each participant.

The real success of an online component comes from making it fun to play with friends. Everything outside of that—competition with strangers—works only if it’s implemented very well.

If the online mode isn’t optimized to be genuinely enjoyable, it will quickly lose its appeal. Too many online games focus not on fun, but on ways to keep players hooked through psychological tricks—daily rewards, login bonuses, or meaningless grind.

Think of how Age of Empires works: you can create or join a room. Quick Play exists for those who don’t want to wait around and just want the game to randomly configure a match and start right away. A good game doesn’t need tricks—it sells itself.

I don’t think it’s a good thing to add a complex system!!! This will make the stand-alone game look like an online game!!! Although I agree with the pvp mode you said. But this is actually very simple to achieve. All you need is a big enough boss room and there must be a whisper for rebirth next to it. If you don’t like this room, you can change to another room. After all, this game will have friends. In addition, I think the design of an intrusion system like Elden Ring is very good. Maybe we can learn

For stuff like different modes/maps with trigger events and timers I think it would be better if there were a map/mode editor similar to the one that is used for Warcraft 3 the RTS Game.

Would probably have to be limited to only pc if it were to be that advanced.

A mode/map editor similar to Forge in Halo could be a better alternative if it have to work for console players.