Professional Manhunt Minigame

Public queues, private games, automatic worlds and cross-dimension tracking.

ManhuntX brings a polished hunter-versus-runner game mode to Minecraft servers with isolated Overworld, Nether and End creation, matchmaking, private lobbies, head start control, compass tracking, team chat, spectators, scoreboards, profiles and persistent player statistics.

Folia + Paper SQLite / MySQL Private game GUI

Active game

Runner vs Hunter

Head start 30s

World 1

Overworld

manhunt_24_overworld

World 2

Nether

manhunt_24_nether

World 3

The End

dragon objective

Compass target

Nearest runner - 142 blocks

Runners

2 alive

Hunters

4 active

Kills

7 total

Timer

18:42

Release

1.0.0Initial premium release

Runtime

Java 17Paper/Folia 1.21

Worlds

3 per gameOverworld, Nether, End

Data

SQLite/MySQLStats and preferences
Core systems

A complete Manhunt lifecycle

The feature set below is based on the local feature markdown, plugin.yml, config.yml and docs.

Workflows

How a game starts and ends

Commands and permissions

Player and admin surface

Config

Important settings

  • queue.required-runners, required-hunters, max-runners and max-hunters.
  • game.countdown-seconds and game.headstart-seconds.
  • game.compass-tracking and compass-update-interval.
  • game.death-spectate, runner-glow and same-team PvP rules.
  • spawn-items for queue menu, private game and profile.
Production checklist

Before opening games

  • Set lobby with /mxa setlobby.
  • Choose SQLite or MySQL before collecting real stats.
  • Test world creation and deletion with the same host permissions as production.
  • Tune queue sizes to your normal player count.
  • Verify compass tracking, respawn and spectator behavior in every dimension.