PixelHunters — Creature Catching Phone App

PixelHunters is a full creature-catching experience built as a phone app for FiveM. Players discover wild creatures in the open world, catch them using a skill-based mechanic, fight for territory in real-time PvP, build their collection, evolve species, complete contracts, and earn achievements — all from their in-game phone, without ever leaving the game world.

:video_game: How It Works

Creatures spawn dynamically across the map based on biome zones, live weather, and time of day. When a player encounters one, they open their phone and enter the catch screen. Catching is skill-based — hold to charge a bar, then release when the moving zone aligns. The zone moves faster for rarer creatures. Miss the zone and the creature flees faster. Hit it perfectly and you get an accuracy bonus.

Once you’ve built up a team, head to a Nexus — claim it, deploy a guardian creature, and defend it from other hunters in real-time tap/hold/dodge combat. Hold the territory, earn passive XP and items, and watch your name climb the leaderboard.


:clipboard: Feature List

Catching Experience

  • Skill-based catching system that keeps every encounter engaging
  • Rarity-based difficulty for a more rewarding progression loop
  • Creatures can flee mid-encounter, adding real tension to every throw
  • Bait system to improve catch rate and reduce flee chance
  • Shiny variants with rare spawn rates and bonus rewards
  • Multiple net types for different catching strategies

Creatures & Progression

  • 103 unique creatures to discover, collect, and evolve
  • 4 rarity tiers: Common, Uncommon, Rare, Legendary
  • 17 creature types with distinct identity and spawn behavior
  • Full evolution chains with candy and level requirements
  • Individual creature stats for long-term collection value
  • Transfer duplicate creatures for candy and build your best roster
  • HP-based creature system with healing and recovery mechanics
  • Fully configurable creature structure for custom server expansion

:crossed_swords: Hunter Duels

  • Real-time PvP duels against nearby players
  • Casual and Ranked duel modes
  • Team-based battle preparation before combat
  • Duel invites, queue flow, ready-up system, and smoother match entry
  • Duel stats reflected in profiles and leaderboards
  • Adds a strong competitive endgame layer for active servers

:black_flag: Nexus Territory Wars

  • Territory control system built around map-based Nexus points
  • Claim a Nexus and assign a guardian creature to defend it
  • Real-time battle flow for territory ownership
  • Passive rewards for players who control Nexus locations
  • Reclaim window system for fairer competitive balance
  • Daily and weekly contracts tied to Nexus activity
  • Healing items integrated into the combat loop

:busts_in_silhouette: Raid Boss Battles

  • Shared boss fight experience for nearby players
  • Large-scale cooperative combat against powerful targets
  • Reward-driven post-battle catch phase
  • Great for social gameplay, event moments, and server activity spikes

:package: Supply Points & Field Signals

  • Supply Points placed around the map with free loot collection
  • Reward loop that supports exploration and daily activity
  • Signal/Beacon system to make certain locations more active
  • Configurable setup for cooldowns, rewards, and balancing

:globe_showing_europe_africa: World & Spawn Variety

  • Live weather integration affecting spawn boosts
  • Time-based spawn behavior for more dynamic gameplay
  • Biome-based encounter distribution across the map
  • Habitat filtering so creatures feel connected to the world
  • Custom map support for unique server setups

:chart_increasing: Long-Term Retention

  • Hunter level progression system
  • Daily and weekly contract system
  • Achievement and badge progression
  • Login streak rewards
  • Milestone-based progression rewards
  • Multiple leaderboard categories for competitive replayability

:money_bag: Flexible Server Economy

  • Shop, reward, and

:speech_balloon: Screenshots / Preview


:link: Links

Code is accessible Partial
Subscription-based No
Lines (approximately) ~4,515
Framework ESX, QBCore, Standalone
Requirements ox_lib, oxmysql, (lb-phone, gksphonev2, yseries, lb-tabet, 17mov_Phone, codem-phone)
Support Yes
3 Likes

This is fire, but can we make our own creatures or change how them ones look? If not that should be a option!

Yes! Everything is fully customizable — creature names, types, stats, and artwork. You can add as many custom creatures as you want.

Update 1.2.0 is out!

New

  • Leaderboard system (Catches, Level, Shiny, Species)
  • Guided onboarding (interactive tutorial)
  • 16 new creatures + expanded spawn zones
  • New daily & weekly quests
  • Server/Client optimizations

Balance

  • Catch rates & evolution costs adjusted
  • Legendary creatures rebalanced
  • Quest rewards tuned

Fixed

  • App lifecycle & UI issues
  • Quest reward bugs
  • Language system fix

UI

  • Improved layout & navbar
  • Better sound experience

Update 1.2.1 is out!

New

  • 11 new creatures added
  • Added 17mov_Phone and lb-tablet support
  • Phone notification system added.

Balance

  • Candy requirements increased — evolution now takes longer
  • Reduced spawn density on the map
  • The evolution level of new monsters has been set to high

Fixed

  • Various phone compatibility issues resolved
  • Language change related issues have been resolved.
  • Discord webhook URLs moved to a server-only config file — no longer exposed to clients
  • Discord webhook logger is now open-source (not escrow’d) — fully customizable

Update 1.3.0 is out!

New

  • Nexus system added
    • 7 territory points across the map (Vinewood Bowl, Mirror Park, Maze Bank, Beach, Sandy, Airport, Golf Club)
    • Claim a Nexus, deploy a guardian creature, defend it from attackers
    • Earn hourly XP + items while you hold a Nexus
    • Real-time tap/hold/dodge combat against other players’ guardians
    • Reclaim window — losing a fight gives you 5 minutes to assign a new guardian before the attacker can take over
  • 8 new creatures — Dragon and Bug types with 4-stage evolution lines
    • :dragon: Draklit → Drakorn → Drakorath → Drakoval
    • :bug: Buzzkit → Buzzorn → Buzzrex → Buzzqueen
  • Biome-based type filtering — creatures now only spawn in biomes that fit their type (Dragon → rural/desert, Bug → forest/beach, etc.). Configurable via Config.BiomeTypeAllowed
  • 4 new languages — German (de), French (fr), Dutch (nl), Brazilian Portuguese (pt-BR). Turkish (tr) translation completed.
  • Creature HP system — creatures now take damage in Nexus combat, can faint at 0 HP
  • 3 new shop items for HP management
    • Potion ($100) — restores +20 HP
    • Super Potion ($250) — restores +50 HP
    • Revive ($200) — brings a fainted creature back at 50 HP
  • Custom map support — server owners can now plug in their own tile sets via Config.CustomMap

1 Like

New

  • Supply Points added — 12 fixed map POIs scattered across Los Santos and Blaine County
    • Walk within 65 radius of a green leaf marker to collect free items
    • Each point has a 30-minute per-player cooldown after collection
    • Ships with 12 default locations spread across the map — can add, remove, or reposition them via config/supply.lua
    • Reward pool (weighted): 3× Fiber Net (50%), 5× Fiber Net (20%), 1× Berry Bait (25%), 1× Energy Snare (5%)
    • Each collection also grants +25 XP
  • Integration for codem-phone and cylex-phone added
  • 6 new creatures — Dragon and Bug types with 4-stage evolution lines
    • :dragon: Drakling→ Wyrmite → Dracolord
    • :bug: Grublet → Pincermid → Beetorax

Update 1.5.0 is out!

New

  • Trading System — swap creatures with nearby players
  • Nexus Leaderboard category added in Rankings
  • 4 new trade badges
  • 2 new trade quests (1 daily + 1 weekly)
  • 6 new creatures
    • Pawkit → Normawe → Majestclaw (Normal type)
    • Emberpup → Flameheart → Wildfire

PixelHunters v1.6.0

New

  • CP (Combat Power) — every creature now has a single strength number that sums up how tough it is
    • Nexus battles: stronger guardians hit harder and take more hits; potions and revives scale to that same strength
  • Weave the Net — before you throw, weave 12 threads on the net instead of holding to charge it and releasing in the moving green sync zone
  • Supply Beacon — place a field signal at a Supply Point to draw extra creatures to that spot for everyone nearby
    • Three beacon types: Tundra Pulse, Wildwood Pulse, and Charge Field — each favors different kinds of creatures
  • Hunter Charm — a personal lure that follows you around the map instead of staying at one spot
    • Spawns extra creatures near you, and only you can see and catch them
    • Walk to spawn faster — about every minute on the move vs. every 5 minutes while standing still

Improvements

  • Storage — full redesign — the creature box was rebuilt from the ground up (list, detail screen, and actions)
  • Creature artwork — sprites for many older species were redrawn (new SVGs) so legacy creatures match the current art style used in encounters and Storage

Fixes

  • Fixed AllowVehicleTypes whitelist not applying when AllowInVehicle is false

Update 1.7.0 is out!

New

  • Raid Boss (Prime Clash) — shared boss fights on the map (up to 5 hunters)
    • Post-defeat catch phase : 5 balls, boosted catch rate, XP + rare candy + species candy
    • Multiple bosses in config/raids.lua (e.g. Prime Solarchis, Prime Abyssoth, Prime Drakoval)
  • New creatures — 4 evolution chains (11 species + sprites)
    • Water: Axolune → Crystolune → Abyssalune
    • Dark: Shrubble → Nightrix
    • Psychic: Owlei → Psiwing → Aethera
    • Grass: Bloomlet → Thornhop → Petalstorm
  • 4 new raid badges — first join, first win, 10 raids, 50 raids

Just want to say, I VERY much appreciate the update logs going here!

1 Like

PixelHunters v1.8.0 is here

A new update has arrived, bringing a fresh competitive layer to PixelHunters.

New

  • Hunter Duel — players can now challenge nearby hunters to direct 1v1 battles

  • Casual and Ranked Duels — choose between friendly matches or more competitive fights

  • Duel flow improvements — new invite, matchmaking, and waiting flow for smoother PvP interactions

  • Expanded currency support — more flexibility for different server economy setups

Improvements

  • Updated home action menu — quicker and cleaner access to key features

  • Profile and leaderboard updates — duel-related stats are now reflected more clearly

  • Localization refresh — supported languages have been updated and missing translations were completed

  • General UX polish — several screens and gameplay flows were refined for a smoother player experience

PixelHunters v2.0 is here

New

  • Arena Ladder is now available for Ranked Duels.
  • Players can queue for rated matches and climb through rating tiers.
  • Weekly Seasons have been added.
  • Weekly leaderboards, season rollover, archived rankings, and claimable rewards are now supported.
  • End-of-season Arena rewards and hunter title rewards have been added.
  • Recent ranked match history is now available in player profiles.
  • Lucky Trade has been added with a small chance to improve traded creature stats.
  • Faction Nexus mode has been added for RP servers.
  • Nexus ownership can now be tied to gangs/jobs when enabled.
  • Faction leaderboards are now available.
  • Scheduled Nexus War events have been added.
  • Supply Beacons can now receive optional faction bonuses when a faction controls Nexus territory.

Improvements

  • Profile screen has been redesigned with a cleaner, shorter tabbed layout.
  • Leaderboard screen navigation and readability have been improved.
  • Encounter feedback has been improved for shiny, legendary, break, flee, and catch moments.
  • Duel flow now has clearer Casual / Ranked separation.
  • Rated combat now has stricter validation and safer disconnect handling.
  • Nexus ownership, defense visibility, and faction feedback have been improved.
  • Performance has been optimized for high-population servers.
  • Spawn handling, matchmaking checks, Nexus owner lookup, and polling paths are lighter.
  • Localization has been updated across all supported languages.
  • Configuration options have been expanded for server owners.

Fixes

  • Fixed leaderboard swipe / navigation behavior.
  • Fixed profile page becoming too long and hard to scan.
  • Fixed season honor value text showing an internal locale key.
  • Ranked abuse detection now uses identifier-pair based checks.