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Online 1v1 competitive mining game built with Unreal Engine 5.7 and C++.

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⛏️ Ore Rush

Red vs Blue — an online 1v1, third-person competitive mining game set in a procedurally generated mine. Dig ore, haul it to your vault, sabotage your rival; the first to fill the quota wins.

Unreal Engine C++ Multiplayer Status


📖 About

Ore Rush is a warm, competitive game where two miners (Red and Blue) dig ore in a procedurally generated mining valley and haul it back to their own depots. No killing — just sabotage and theft. The first to fill the target quota (e.g. 50 points) into their vault wins.

All core logic is written in C++; Blueprint is used only for presentation (mesh, animation, FX, UI). The architecture is listen-server and server-authoritative.

✨ Gameplay

  • 🏃 Movement & Dash — third-person movement plus a short escape dash (server-authoritative).
  • ⛏️ Mining — look at a vein and hold; ore goes into your wallet.
  • 🎒 Wallet — limited capacity; you slow down when full and drop it when trapped.
  • 🏦 Vault & Score — deposit your wallet at your depot; score = vault. The vault is open to raids.
  • 💣 Traps & Defenses — built by spending ore (snare, mud, decoy, smoke / barrier, turret).
  • ⚡ Power-ups — speed, capacity, mining speed, shield.
  • 🗺️ Procedural Map — seed-based; both players see the same map.

💎 Ore Economy

Ore Value Availability
🪨 Iron 1× Unlimited — safe but slow
🥇 Gold 2× Limited
💎 Diamond 5× Very rare / limited

🎮 Controls

Action Key
Move W A S D
Look Mouse
Jump Space
Dash Left Shift
Mine Left Mouse (hold)

🧱 Architecture

  • Engine: Unreal Engine 5.7 · Language: C++ (core) + Blueprint (presentation)
  • Networking: Listen-server, server-authoritative. Intent → Server RPC, FX → Multicast, state → Replicated / RepNotify.
  • Game module: OreRush
Source/OreRush/
├─ Character/    # AOreRushCharacter — movement, Enhanced Input, dash, mining
├─ Components/   # UWalletComponent — wallet (carried ore)
├─ Ore/          # AOreVein — ore vein (3 types)
├─ Game/         # AOreRushGameMode, AOreRushGameState
├─ Player/       # AOreRushPlayerController, AOreRushPlayerState
└─ Core/         # OreRushTypes — ETeam, EOreType

🚀 Getting Started

  • For a quick technical review, browse the C++ gameplay code under Source/OreRush.
  • To open the public source project, first follow ASSET_SETUP.md. Marketplace source assets are intentionally omitted from the public repository.

🗺️ Roadmap

  • Character + input + dash + replication
  • Ore veins (3 types) + mining + wallet
  • Depot + vault + score
  • GameMode + quota + win condition
  • Economy + traps
  • Depot raiding + defenses
  • Power-ups
  • Procedural map generation
  • UI (menu / HUD / tutorial / end screen)
  • Cosmetics + SFX/VFX + balancing
  • Packaging

🎨 Third-Party Assets

Ore Rush uses the third-party assets listed below. Each asset remains subject to its original license and is not relicensed by this repository. Attribution does not replace the applicable marketplace license or entitlement.

Asset Creator / Publisher Source License / Notes
Miner character Timsblends Miner on Sketchfab CC BY 4.0. Imported and converted to Unreal Engine format, recolored for the Red/Blue teams, and adapted for Ore Rush.
Power-up coin models Bitgem Cube World Powerup Coin — Proto Series Fab Standard License.
Turret model EdwinCGStudio Gun Turret CC BY 4.0. Imported, converted, and adapted for Ore Rush.
Landmine model Mint Chips 3D Landmine CC BY 4.0. Imported, converted, and adapted for Ore Rush.
Barrier model Roy Sousa Mojo Barrier Fab Standard License.
Shield model Artur Pokidko Shield CC BY 4.0. Imported, converted, and adapted for Ore Rush.
Spike trap model Nichgon Spike Trap Fab Standard License.
Forest environment Orasot Low Poly Forest Fab Standard License.
Smoke VFX FX Cat UA Realistic Starter VFX Pack Vol 2 Fab Standard License.
Depot mine cart Quixel Megascans Mine Cart Applicable Fab / Quixel license.
Mud surface Quixel Megascans Soil Mud Applicable Fab / Quixel license.

Public repository notice: Standard/Marketplace-licensed source assets and locally generated derivatives of those assets are intentionally omitted from this repository and its Git history. Obtain them from their original listings and follow ASSET_SETUP.md. This credit section does not grant redistribution rights.

📝 Changelog

  • 16/06/2026 — Added the third-person miner character: movement, camera, jump, and server-authoritative dash.
  • 16/06/2026 — Added the ore system: 3 vein types (iron / gold / diamond), look-and-mine mechanic, and the wallet (carrying + slow-down when full).
  • 16/06/2026 — Added depots: deposit your wallet into your team vault to score (server-authoritative, replicated team scores).
  • 17/06/2026 — Added match flow: automatic team assignment (host Red / joiner Blue), score quota, and win condition — the first team to fill the quota wins.
  • 17/06/2026 — Mining now holds the miner in place; movement returns when you release or finish mining.
  • 17/06/2026 — Added the economy and traps: spend wallet ore to build snare, mud, decoy, and smoke traps (server-authoritative, with placement cooldown and active limit). Snare stuns and drops your ore as a pickable, mud slows, decoy disguises as ore, smoke leaves a vision-blocking cloud.
  • 17/06/2026 — Added depot raiding and defenses: a shared interaction interface routes look-and-hold for both mining and raiding; raid an enemy vault to steal score over time, with a "busted" reversal when the owner defends. Defenses (a blocking barrier wall and a stunning turret with projectile) and nearby-defense reinforcement reduce raid losses.
  • 17/06/2026 — Added power-ups: timed pickups that respawn on a cooldown — speed, carry capacity, mining speed, and a shield that grants trap immunity (server-applied, replicated).
  • 17/06/2026 — Added the procedural map generator: a per-match random seed deterministically scatters iron/gold/diamond veins, two depots, and power-ups with minimum spacing; the server spawns and replicates so both players share the same map, and each player spawns at their own depot.
  • 18/06/2026 — Added the reveal power-up, configurable trap/defense lifetimes, per-player cosmetic color, and HUD data getters (selected trap, active count, buff timers).
  • 18/06/2026 — Added Steam sessions (host / find / join with no IP typing, plus Steam invites) with a direct-IP/LAN fallback, and the main-menu framework (menu gamemode + controller that shows the menu and frees the cursor).
  • 18/06/2026 — Added a lobby map with a ready zone: while both players wait they can mine for fun, and once both stand in the zone a replicated 5-second countdown sends everyone to the match map.
  • 19/06/2026 — Added event-driven HUD hooks: buff icons and the selected-trap label now update via delegates (OnBuffChanged / OnSelectionChanged) instead of polling.
  • 19/06/2026 — Fixed online match flow: teams persist across seamless travel, players reliably spawn at their own depot (deferred retry), the lobby countdown cancels if a player leaves, and the win quota is set to 50.
  • 19/06/2026 — Fixed replication so clients see correct ore types (gold/diamond no longer look like iron), and turrets now fire on an enemy already standing in range when armed.
  • 19/06/2026 — Reworked the economy: carry capacity is now worth-based (diamonds take more space) with a stronger full-load slowdown, and spending refunds iron change instead of overpaying.
  • 22/06/2026 — Added ore vein meshes and made vein spawn counts scale with the generated map area.
  • 23/06/2026 — Fixed the mining duration, wired miner animations, added the end screen widget, and removed the reveal power-up (4 power-ups remain).
  • 02/07/2026 — Added marketplace (Fab) meshes — turret, landmine, barrier, shield, spike trap, coin — and wired them to the traps, defenses and power-ups.
  • 02/07/2026 — Added background music to the Player Controller and mining hit sounds to the ore veins.
  • 02/07/2026 — Added Niagara smoke VFX to the Smoke Cloud and integrated LowPolyForest environment assets (rocks, trees, etc.) into the Map Generator decoration pool.
  • 02/07/2026 — Implemented dynamic team skins and materials (Red vs Blue) applied automatically on character initialization.
  • 02/07/2026 — Added height tracing and slope angle constraints (MaxSlopeAngle = 30) to the Map Generator to guarantee all spawned actors spawn on traversable terrain.
  • 05/07/2026 — The Map Generator now detects the river from the water mesh and places the two depots on opposite banks (Red one side, Blue the other) with a minimum separation, so teams no longer spawn too close together.
  • 05/07/2026 — Added the hosting screen widget and updated the HUD, main menu, and session row widgets.

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Online 1v1 competitive mining game built with Unreal Engine 5.7 and C++.

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