Instanced engine
Each match lives in its own routing bucket — one scene, one mode. Parallel games, no interference.
EngineLicense the complete RivalityFX server — engine, ranked matchmaking, esports HUD, off-box stats, cosmetics and arenas. Turnkey on your FiveM server, extensible through the SDK.
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 battle royale. Declarative by default — with lifecycle hooks, systems and custom drivers when a mode needs real 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 ships no rules — every mode declares its own. Simple modes are pure data: team sizes, a rules block, loadouts. Ambitious ones drop to code — lifecycle hooks, reusable systems, even a custom native driver — without forking the engine. One resource, versionable and sellable; same mechanism for arenas and cosmetic packs.
rules block — then onKill, tick and attachable systems when you want real gameplay logic.restart mode_xxx — no server reboot to iterate.-- 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,
})RivalityFX only ever sells cosmetics — player skins and weapon liveries. No weapon, no stat, no rank is ever for sale, in line with the Cfx.re platform rules. The ladder is earned, not bought.
RivalityFX is one loop. Players fill the arenas, owners run them, creators keep them fresh — and a fresh, populated arena pulls the next players in.
Connect, climb the ranking, come back next season.
License the complete arena and run the servers players are looking for.
Build modes, arenas and cosmetics that keep every server fresh.
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) — declarative for simple modes, with lifecycle hooks, systems and even a custom driver when you need real gameplay code. Same principle for cosmetic packs and arenas.