1v1
Pure duel. Best-of rounds, two players, one arena. The reference ranking.
Connect, run best-of 1v1 rounds, and find yourself on the scoreboard. Same esports HUD, same stats — season after season.
The demo ladder fills up as matches are played — the same HUD and the same stats run on your server from day one.
The server runs around the clock. Copy the address or launch FiveM directly — an arena is waiting, and your stats start counting from your first ranked match.
You play, you win rounds, you climb the ranking. Every ranked match feeds your player page — K/D, wins, win rate, across career and season.
Connect your account, keep your history, and compare yourself to your friends.
Anonymous squads, from 1v1 to 7v7, plus a solo Battle Royale. The engine remains neutral: each mode is just data (team size, rules, colors) — and each is a separate, deliverable, and extensible resource.
Pure duel. Best-of rounds, two players, one arena. The reference ranking.
As a duo. Coordination, trades, and clutch — same base, team play.
Squad vs squad. Frag cap decides the round, the map does the rest.
No teams, a shrinking zone. Last one standing.
RivalityFX is the whole arena platform — instanced engine, ranked matchmaking, esports HUD, off-box stats, cosmetics and arenas. Turnkey, on your FiveM server.
The engine, matchmaking, modes, HUD, stats, cosmetics, and arenas — one cohesive platform, bound together by a versioned SDK. You deploy everything, extend it when you want.
Each match lives in its own routing bucket — one scene, one mode. Parallel games, no interference.
EnginePlayer-created rooms and auto-launched ranked queues. Ranked is the only scored queue — anti-farm by design.
Rooms + RankedAnonymous squads, from 1v1 to 7v7 plus Battle Royale. Each mode is declarative data, not engine code.
Data-drivenScoreboard, kill feed, countdown, team colors. From rem to viewport: net 1280×720 up to 4K.
HTML OverlayPluggable persistence — a self-contained key-value store (no database) or your own API and database. Career and season, ready to power a public site like this one.
PluggablePersistent player skins + a shared arena pool. Packs that plug in via SDK, without touching the engine.
ExtensibleThe engine contains no rules. A mode is a separate resource — versionable, sellable — that declares a plain-data descriptor to the SDK; the engine mirrors it and runs it. Same mechanism for arenas and cosmetic packs.
rules block, zero gameplay code.restart mode_xxx — no server reboot to iterate.-- a mode is just data
exports.sdk:registerMode({
id = "duel",
label = "1v1 Duel",
teamCount = 2,
perTeam = 1,
rules = {
kind = "rounds",
winRounds = 5, -- best-of
},
})
-- the engine mirrors it + runs it.
-- no rules live in the engine.RivalityFX is opening early access to a limited number of owners. Leave your email and a few words about your server — we'll get back to you with licensing and deployment details.
exports.sdk:registerMode) — it's data, not engine code. Same principle for cosmetic packs and arenas.