Game modes
Declare team sizes, rules and loadouts as data — then reach for lifecycle hooks, systems and a custom driver when you need real gameplay code. 1v1 to battle royale, and past it.
A simple mode is a data descriptor — team sizes, rules, loadouts. A serious one drops to code: lifecycle hooks, reusable systems, a custom driver. Arenas, cosmetics and load screens plug in the same way, through one versioned SDK — no engine fork, no backdoor.
First-party modes and packs register through the exact same public SDK as anything you ship — there is no first-party backdoor.
-- a mode starts as data…
exports.sdk:registerMode({
id = "duel",
label = "1v1 Duel",
teamCount = 2,
perTeam = 1,
rules = { structure = "rounds", win = { roundWins = 5 } },
systems = { "zone", "loot" }, -- attach modules, by name
-- …then go as deep as you need:
onKill = function(sceneId, killerSrc, victimSrc)
exports.engine:notify(sceneId, "First blood!")
end,
})Declare team sizes, rules and loadouts as data — then reach for lifecycle hooks, systems and a custom driver when you need real gameplay code. 1v1 to battle royale, and past it.
Ship your own arena pool; the engine pulls a map from it for each match.
Player skins and weapon wraps, packaged as a pack that plugs in without touching the engine.
A pluggable splash system — image, video or bundle — shown while players connect.
The same NUI design system the HUD is built on, reusable for your own panels.
Every tier is optional. Ship a mode in minutes with data — or take full control. Same SDK, same contract, no engine fork.
Team sizes, loadouts, timings — the declarative descriptor. The 1v1 Duel is data-only.
Rounds, deathmatch, zone control and win conditions — auto-run, no code.
Attach modules by name — a shrinking zone, a loot layer — alongside any mode.
setup · onJoin · tick · onKill · onDeath — real functions, in your mode's VM.
Register a reusable native driver — the escape hatch beyond rules.
One resource is one product. Release it open-source as an example, or keep it proprietary and sell it — the SDK plugs it into any RivalityFX server.
The creator docs walk through every artifact — game modes, the mode API, maps, cosmetics, load screens and the UI toolkit.
Read the creator docs →