PvP Arena Server · FiveM

Step into the arena.
Climb the ranking.

Connect, run best-of 1v1 rounds, and find yourself on the scoreboard. Same esports HUD, same stats — season after season.

Multi-modeRanked matchmakingOff-box statsHUD 1280 → 4K
LiveSeason alphaRanking · 1v1

The demo ladder fills up as matches are played — the same HUD and the same stats run on your server from day one.

Jump in

Connect now.

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.

connectplay.rivalityfx.com
Launch FiveM
Status
Players— / 48
RegionEU-West
Modes1 mode
Arenas0
Cosmetics0 packs
Your stats

Track your progression.

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.

0Ranked players
0Matches played · season
0Eliminations · season
0.00Avg K/D
  • Run ranked matches the only queue that counts toward your score.
  • Land on the leaderboard your name, your K/D, your wins, in public.
  • Open your player page career and season, updated every match.
Soon

Claim your profile

Connect your account, keep your history, and compare yourself to your friends.

Game Modes

One neutral base, multiple ways to play.

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.

Teams

1v1

Pure duel. Best-of rounds, two players, one arena. The reference ranking.

2 × 1players / team
Soon

2v2

As a duo. Coordination, trades, and clutch — same base, team play.

2 × 2players / team
Soon

7v7

Squad vs squad. Frag cap decides the round, the map does the rest.

2 × 7players / team
Soon

Battle Royale

No teams, a shrinking zone. Last one standing.

48players

Want to run this server?

RivalityFX is the whole arena platform — instanced engine, ranked matchmaking, esports HUD, off-box stats, cosmetics and arenas. Turnkey, on your FiveM server.

The platform

The whole server, not just a part.

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.

Instanced engine

Each match lives in its own routing bucket — one scene, one mode. Parallel games, no interference.

Engine

Matchmaking

Player-created rooms and auto-launched ranked queues. Ranked is the only scored queue — anti-farm by design.

Rooms + Ranked

Game modes

Anonymous squads, from 1v1 to 7v7 plus Battle Royale. Each mode is declarative data, not engine code.

Data-driven

Esports NUI HUD

Scoreboard, kill feed, countdown, team colors. From rem to viewport: net 1280×720 up to 4K.

HTML Overlay

Stats & rankings

Pluggable 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.

Pluggable

Cosmetics & arenas

Persistent player skins + a shared arena pool. Packs that plug in via SDK, without touching the engine.

Extensible
Architecture

A mode is
just data.

The 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.

  • Anonymous squadsteamCount × perTeam. 1v1, 2v2, and 7v7 are just sizes.
  • Declarative rulesElimination rounds, deathmatch, zone control — a rules block, zero gameplay code.
  • Your own modesOne resource = one product. Ship it, sell it; the SDK plugs it into the engine.
  • Hot-reloadrestart mode_xxx — no server reboot to iterate.
Luamode → sdkregisterMode
-- 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.
Early Access

License the complete server.

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.

  • The complete server — engine, modes, HUD, stats, cosmetics, arenas.
  • Turnkey deployment on your FiveM server.
  • Extend it — your own modes and packs via the SDK.
  • Updates & support during early access.

Request access

Zero spam — just early access and updates.

FAQ

Frequently asked questions.

What exactly do I get?+
The complete arena platform: the engine (scenes, routing buckets, matchmaking, rules runtime), the NUI HUD, off-box stats plus the website, cosmetics, and arena pool, and the SDK to extend. The 1v1 Duel is delivered as the reference mode.
Is the source code available?+
Not publicly yet. RivalityFX is in early access, under private license — request access via the form and we'll discuss according to your project.
Can I add my own modes?+
Yes. A mode is a separate resource that declares a descriptor to the SDK (exports.sdk:registerMode) — it's data, not engine code. Same principle for cosmetic packs and arenas.
How do stats and rankings work?+
Stats persistence is pluggable — pick your backend. Out of the box, a self-contained key-value store, no database required. Want a public site and rankings like this one? Point it at an API backed by your own database. Either way you get career and season, rankings per mode, and flicker-free tables — it's a swappable port, easy to extend with your own store.
What are the server requirements?+
A FiveM server (GTA V) with OneSync; the engine runs in routing buckets (one per match). Off-box persistence is optional — a standalone KVP backend also exists, without a database.
Is it paid?+
Early access sets license details on a case-by-case basis, depending on your server's size and project. Contact us via the form and we'll get back to you.