Steam-Compatible Multiplayer Shooter · Unreal Engine · C++
Project Multiplayer was built specifically with Steam online play in mind, focusing on a client–server authoritative networking model. The project explores scalable multiplayer architecture, replicated gameplay systems, and production-style online features such as server browsing and hosting.
The project uses a client-server authoritative networking model where all gameplay-critical logic is validated and executed on the server. Player movement, combat actions, weapon usage, and power-up states are replicated to ensure fairness and consistency across all connected clients.
A server browser allows players to host or join multiplayer matches seamlessly. The system was designed with Steam play in mind, enabling session discovery, connection handling, and match flow similar to production multiplayer titles.
Players can equip up to two main weapons and one sidearm pistol. Each weapon type maintains its own ammo pool and firing behavior. Grenades are handled as a limited resource, with players able to carry up to four at a time, all synchronized across the network.
The game includes multiple power-ups such as shields, super jump, and ammo pickups. Each power-up has its own duration or counter and is replicated to all clients. The HUD displays active power-ups and remaining effects to keep players informed during fast-paced gameplay.
The HUD displays weapon ammo, grenade count, player health, and active power-ups. All UI elements are driven by replicated gameplay state to ensure accuracy and responsiveness, even under high network load.
Each game mode defines its own win conditions and scoring logic, all executed on the server. Objective states, scores, and match progression are replicated to guarantee synchronization and prevent client-side manipulation.
Authoritative server with replicated gameplay state.
Multi-weapon inventory with per-weapon ammo pools.
Replicated power-ups with real-time HUD feedback.