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In-Game Settings Menu Guide

Quick Answer

Start in the Monster Hunter Outlanders in-game settings menu with controls, touch-button placement, combat displays, and the graphics choices your device can sustain.

Start in the Monster Hunter Outlanders in-game settings menu with controls, touch-button placement, combat displays, and the graphics choices your device can sustain. The official launch preview defines Classic Mode as the fuller action layout and Adventure Mode as attack, react, and burst. Older beta articles used different labels, so match these launch definitions to the visible buttons.

The international release is scheduled for October 29, and this guide reflects menu behavior shown before launch. Exact labels, defaults, and menu placement may change in the launch client. Identify what each visible setting does, change one category at a time, and keep a known-good layout you can restore.

Start with the settings that change play

Begin with options that affect inputs or the amount of combat information on screen.

Setting areaWhat to identifyPractical decision
Control modeA simplified layout with a few main actions, or a multi-button layout with more direct attack inputsChoose fewer simultaneous inputs or more explicit control over weapon actions
Touch layoutCustomizable on-screen button positions in the observed beta buildPut frequent actions within comfortable thumb reach without blocking the fight
Monster healthA toggle that showed or hid the monster HP bar in CBT3Show it for progress feedback, or hide it for a less numerical hunt
DPS leaderboardA real-time multiplayer damage display in an observed beta buildKeep it off unless the comparison serves a defined practice goal
Controller supportOfficial support is stated for the gameConfirm what your current client exposes instead of assuming a controller list or binding page

This order prevents a display preference from hiding an input problem. First make the intended action available, then make its button reachable, and only then decide how much information should share the screen.

Choose the control layout by visible buttons

In the official launch preview, Adventure Mode compresses combat into attack, react, and burst. Classic Mode exposes basic attack, skills one through three, roll, and sheath. These are the current preview definitions; an older beta label should not override them.

Use Adventure Mode's simplified layout when you need to reduce thumb travel, are learning when to attack and evade, or make accidental presses among adjacent buttons. In one observed build, this approach centered combat on three main actions and combined context-sensitive attack sequences behind one attack input. It is easier to scan, but repeated taps allow the game to determine more of the resulting sequence.

Use Classic Mode's multi-button layout when you want direct access to distinct weapon actions and can manage a denser interface. The exact inputs depend on the weapon and build. A pre-launch Long Sword example separated ordinary attack actions and exposed its weapon-specific action independently. That demonstrates the layout's purpose; it is not a universal button list for every weapon.

When the names are unclear:

  1. Open the control choice available in your current client without relying on an older menu path.
  2. Inspect the preview or hunting HUD.
  3. If most attacks flow through one main attack input with only a few core buttons, treat it as simplified.
  4. If several attack or weapon-action buttons are individually available, treat it as multi-button.
  5. Test the layout with the weapon and Adventurer you intend to use. Named Adventurers can have distinct actions, so one character's interface does not represent every moveset.
  6. Keep the option that lets you attack, evade, and manage the camera without shifting your grip.

Neither layout has a supported inherent damage advantage. The better choice is the one that produces the intended input consistently.

A pre-launch Monster Hunter Outlanders hunt with a simplified three-action HUD

The three main controls in this earlier Japanese build are attack, reaction and burst; verify actions rather than relying on old mode labels.

Customize the touch layout before rejecting a mode

A closed-beta build allowed on-screen button positions to be customized. Control mode and placement solve different problems: the mode determines which actions are exposed, while placement determines whether those actions are comfortable to reach.

Hold the device in your normal hunting posture. Keep the defensive input reachable without stretching across another button. Separate actions you frequently confuse, and preserve a clear view of the monster, attack telegraphs, and your character. Do not cluster large controls over the center simply because that makes them close together.

Change one troublesome button first, then check:

  • Can you press it while continuing to steer or manage the camera?
  • Can you reach it without changing your grip?
  • Can you distinguish it by position without looking away from the fight?

Device size changes the answer. A phone layout may require excessive thumb travel on a tablet, while a tablet arrangement may crowd a smaller screen. There is no supported universal coordinate set or ideal scale. Use comfortable reach and an unobstructed view as the acceptance criteria.

If a custom arrangement becomes confusing, restore a layout you recognize before changing anything else. A screenshot of your known-good arrangement records relative positions without assuming the game provides saved profiles, reset history, or cloud-synced layouts.

Decide whether to show monster health

CBT3 included an option to show or hide the monster HP bar. The feature was still being tested rather than confirmed as a permanent final design, so first check whether the toggle exists in your client.

Turn it on when numerical progress helps you learn a hunt's rhythm, see that a group is still advancing, or compare how similar attempts progress. The bar is overall progress information; it does not prove that a particular weapon, build, or player caused every change.

Turn it off when it pulls attention away from positioning and monster behavior, or when you prefer to judge the encounter through animation and combat cues. Hiding it does not remove the need to watch attack telegraphs, manage distance, and choose an appropriate time to evade.

Do not confuse the HP bar with part targeting. Outlanders has shown body-part selection through a lock-on radial interface, but selecting a part does not guarantee that attacks hit it. Positioning and attack placement still matter. Overall health and target selection answer different questions.

Use the DPS leaderboard only for a defined comparison

A beta build showed a settings option for a real-time DPS leaderboard during multiplayer hunts. It can offer a comparison signal, but it is not required for ordinary group play and is not a complete performance grade.

Enable it for a bounded test, such as checking whether your own execution becomes more consistent across comparable attempts. Keep the character, weapon, encounter, and group context as similar as practical. Even then, the display records damage rather than every contribution that helped the party.

Leave it off when it distracts you from the monster, encourages unsafe attacks to protect a ranking, or makes cooperative play less readable. Outlanders includes Assault, Disruptor, and Support roles. A damage-only ranking cannot represent all debuffs, assistance, positioning, or safe openings, so it should not become a universal tier list or a verdict on another player's contribution.

The leaderboard also differs from the monster health display. The health bar answers how much total health remains; the leaderboard compares player damage in multiplayer. Health on with rankings off is a sensible starting point when you want progress feedback without constant player comparison.

Treat controller support separately from touch settings

Controller support is officially stated for Monster Hunter Outlanders. That does not establish a universal supported-model list, the exact binding screen, automatic prompt switching, or full controller navigation through every menu. Older beta builds without controller support do not override the current official statement, but they do not reveal the final settings flow either.

After connecting a controller, verify the prompts and options that the current client actually displays. Do not copy bindings from another Monster Hunter game. Keep a usable touch layout until you confirm that the controller handles the parts of the client you need; combat support alone does not prove that login, character selection, every settings panel, or text entry works without touch.

Use a setup that matches your immediate goal

There is no supported best preset for every player. Start with the smallest combination that solves your current problem.

GoalControl starting pointHealthDPS rankingEvaluate
Learn touchscreen combatSimplified visible layoutOn if progress helpsOffAccidental presses, missed evades, and screen visibility
Gain direct weapon controlMulti-button visible layoutPreferenceOff initiallyReliable access to distinct actions without changing grip
Reduce screen clutterEither stable layoutOffOffWhether the monster and attack cues are easier to track
Review personal multiplayer damageYour stable layoutOptionalOn temporarilyConsistency across similar attempts, not one ranking
Play mainly with a controllerKeep a touch fallbackPreferenceOff initiallyCurrent prompts, available bindings, and menus that still need touch

“Simplified” and “multi-button” describe the visible interface. The launch preview names the simplified layout Adventure and the fuller layout Classic; check the displayed actions if an older build uses another label.

Change settings without losing the cause of a problem

Change one category, test it, and decide whether the named problem improved. Changing the mode, button positions, health display, and leaderboard together leaves no clear explanation for a better or worse result.

Use this sequence:

  1. Record the current control layout and take a screenshot of custom button positions.
  2. Choose simplified or multi-button controls by the visible actions.
  3. Fix the single worst reach or overlap problem.
  4. Decide whether the health bar improves focus or creates distraction.
  5. Leave the DPS ranking off unless you have a defined comparison.
  6. If using a controller, confirm prompts and menu behavior independently.
  7. Revisit a setting only when you can name the problem it should solve.

Input failures usually belong to one of three categories. If the intended action has no separate button, reconsider the control mode. If the right button exists but is hard to reach or too close to another, adjust its position. If the input is correct but you react late because your eyes follow a bar or ranking, reduce display clutter.

Do not fill gaps by importing menu behavior from Monster Hunter World, Rise, Wilds, Now, or an unrelated app. The pre-launch snapshot does not establish a specific global graphics list, frame-rate option, audio range, language path, accessibility suite, reset button, saved layout profile, or device-specific default. Use those options only if they are visible in the Outlanders client you have.

Lower visual load when heat interferes with play

The official pre-download notice warns that increasing frame rate and graphics quality can increase heat and battery consumption. It recommends lowering the related settings if those problems occur. This is useful guidance without implying a specific graphics menu, universal frame cap, or ideal preset for every phone.

If a session becomes uncomfortable or less responsive, inspect the frame-rate and graphics choices actually available in your current client. Reduce one setting, repeat a similar gameplay sequence, and compare the result before changing another. A selectable option is not evidence that the device will sustain it through a hunt.

Keep this separate from network and input problems. A crowded button layout needs a control adjustment, while a service notice needs its own account or server check. Increasing graphics quality cannot resolve either. Preserve the setup that lets you track attacks and execute the intended action consistently, then revisit visual quality only when the device's behavior gives you a reason to do so.