Season 1LiveArenas openUS-East
For server owners

Run the arena players are looking for.

License 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 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 battle royale. Declarative by default — with lifecycle hooks, systems and custom drivers when a mode needs real 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

Start with data.
Go as far as code.

The 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.

  • Anonymous squadsteamCount × perTeam. 1v1, 2v2, and 7v7 are just sizes.
  • Declarative, then codedRounds, deathmatch and zone control as a rules block — then onKill, tick and attachable systems when you want real gameplay logic.
  • 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 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,
})
Cfx.re-compliant

Cosmetics only. Never pay-to-win.

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.

Read the server rules →
How it all fits

An arena that feeds itself.

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.

Players

Connect, climb the ranking, come back next season.

Server owners

License the complete arena and run the servers players are looking for.

Creators

Build modes, arenas and cosmetics that keep every server fresh.

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.
Read the SDK docs →

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) — 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.
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.