Skip to content

Latest commit

 

History

1,026 Commits

Folders and files

NameName
Last commit message
Last commit date
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

Fugitive 3D

It's Fugitive, with more Ds.

  • Development: quick dev scenes, running the VR client from the editor, local multi-client testing, AI internals and mapping guidelines
  • How to release: tag-driven releases, the manual workflows, secrets and dry runs

Clients:

Download Releases here:

Flat:

This is the normal 3D client

Controls:

  • WASD - Movement
  • Ctrl - Crouch
  • Space - Jump
  • Q (hold) - Cops Lock car
  • E - Get in or out of car
  • F - Toggle flashlight
  • M (hold) - Map

VR:

This client should run on both Oculus Quest as well as PC VR

Controls: On Foot:

  • Left Stick - Movement
  • Real Crouch - Crouch
  • [Not in VR] - Jump
  • A - Sprint
  • B - Toggle flashlight
  • X (hold) - Cops Lock car
  • Left Stick In - Map
  • Y - Toggle HUD (Better FPS on Quest with HUD off)

In Car:

  • Left Stick - Movement
  • Left Trigger - Honk Horn
  • A - Get in or out of car
  • Right Trigger - Break Car

AI Fugitives

The host (the first player to join, until they leave) is the server's admin and the only one who can add AI players, from the lobby's Add AI Fugitive button and the Easy / Medium / Hard picker beside it, or remove them through the Kick menu. The server enforces this regardless of what a client sends. The same lobby panel serves flat and VR clients. Bots only ever play as Fugitives, count toward the map's Fugitive team size, and can be removed with the same Kick menu as a human. They are driven entirely by the dedicated server: clients see them as ordinary remote hiders.

How the bots think is covered in Development.

Server:

Docker

The quickest way to run a dedicated server. Every release publishes ghcr.io/fugitivethegame/fugitive3d-server (tags X.Y.Z and latest):

docker run -d --name fugitive3d -p 31000:31000/udp \
  -e SERVER_NAME="My Server" \
  ghcr.io/fugitivethegame/fugitive3d-server:latest

Or with docker/compose.yaml, which also persists the server's identity across restarts:

cd docker
docker compose up -d
docker compose logs -f    # expect "Server started."

Environment: SERVER_NAME, SERVER_PORT (default 31000, UDP) and SERVER_FLAGS for anything else, such as --public. Players on the same LAN see the server in the in-game browser automatically; --public lists it for everyone, and needs the UDP port forwarded to the host, because the server repository pings it back at boot and the server exits if that fails.

To build the image yourself from a release: docker build --build-arg VERSION=0.8.0 -t fugitive3d-server docker/.

To run a server from the Godot editor instead, see Development.

Server Arguments:

  • --port xxxxx The port to bind to, default is 31000
  • --name "My Server" The name to show in the server browser
  • --public advertises to the public Server Repository.
  • --nolan prevents advertising to LAN clients
  • --nostats prevents reporting of anonymous gameplay stats
  • --fps print server FPS to log periodically

🪨 Dark Rock Studios

Dark Rock Studios is all about building Free and Open Source Software.

🐛 Found bugs?
💡 Have suggestions?
📚 Want to help translate?
🎮 Interested in our other apps?
👉 Join our community of Open Source enthusiasts on Discord!

About

A multiplayer hide and seek game written in Godot... IN THREE D!

Resources

Stars

13 stars

Watchers

4 watching

Forks

Releases

Packages

Contributors

Languages