No framework tax
It needs no ESX, no QBCore, no ox_lib. Drop it on a clean FXServer and it runs. There's an ESX bridge in the box if you already have one and want to keep it, but that's a choice you make rather than a dependency you inherit.
BeyondSurvival is a survival framework for FiveM. Forty-two resources that already talk to each other: server-owned infected, a grid inventory with real weight, noise-driven stealth, base building, traders, factions and vehicles. Take the lot or take the parts you need, put it on your community server or run it on your own machine and play it solo.
Anyone can bolt a zombie script onto an inventory script onto a base-building script. Keeping them honest with one another is the part that eats a year. BeyondSurvival is that year, already done: one database, one item table, one reward hook, and systems that were written knowing the others exist.
It needs no ESX, no QBCore, no ox_lib. Drop it on a clean FXServer and it runs. There's an ESX bridge in the box if you already have one and want to keep it, but that's a choice you make rather than a dependency you inherit.
The hotbar, equipment, vehicle boots, buried stashes, corpses and dropped bags are all the same store with different slot ranges. Weight, stacking, persistence and moving are implemented once. Add a resource and it inherits all of that free.
Spawn distances, sight ranges, carry weights, loot tables, trader stock, craft recipes, build costs. They're data, not code, with comments explaining what each one does to the game. Change the feel of the server without opening a Lua file you didn't write.
You want zombies that behave, an inventory people can't cheese, and somewhere for a run to pay off. You'd rather spend your time on your map, your story and your community than on re-solving networked infected for the eightieth time.
You don't need a community to get something out of this. Run it on your own machine and it works as a single-player survival game — the infected, the loot, the crafting, the bases and the needs all function with one person in the world. Plenty of people use it that way.
This is the part most zombie scripts get wrong, and it's the reason the framework exists. An infected is not allowed to come into existence inside a player's view. If there's no legal spot within range, one spawns 300 metres out and walks the distance instead. bs_zombies runs on its own if it's the only piece you want.
Infected live on the server, not on your machine. The player nearest to one runs its brain and reports four times a second; everyone else eases their copy into place. When it dies, it is dead for the whole server. No more shooting a corpse somebody else already dropped.
Body shots hurt and never kill. Empty a magazine into a torso and it keeps coming with a sliver left. Aim is not a stat here, it is the whole fight. Shoot an arm enough and it stops swinging on that side. Take out both legs and you have made a crawler, permanently, and it will still bite your ankles.
How far an infected can see you. Hearing reaches roughly twice as far as sight, and sight needs a clear line — a fence, a car or a wall genuinely hides you.
Kills and gunfire heat a zone. Let it climb and you get about twelve seconds of screaming somewhere out in the dark, then three minutes where everything nearby is walking towards the middle of your group. Clearing it pays. Starting one on purpose is a tactic.
Every infected you drop can be searched once, by anyone, and the server rolls what is in it. Bodies stick around about four minutes. A firefight leaves a field of loot with a timer on it and other players know that too.
Positional audio with real distance falloff, randomised growls, and a low ambient bed that kicks in once there are twenty or more of them near you. Turn the music off and play it like a horror game, because that is how it was mixed.
Eight by five. Forty slots, and every item has a real footprint in them. A hunting knife is one wide by two tall. An assault rifle is four by two. Five more slots sit on your hotbar for the things you need on a number key.
Weight is the other half of it. Go overweight and you slow to three quarters speed. You are never blocked from picking something up, you just pay for it on the walk home. Drop a stack and it becomes a real paper bag on the ground that anyone can find for the next half hour.
Backpacks and body armour are equipment you find and wear, and they are the two things worth fighting over. The old clothing slots are gone. Clothes are bought from a Tailor in a safe zone and are purely how you look, so nobody can shoot a jacket off you. The slots that used to hold them now take boosters.
The rarest thing in the game is a hiking pack. Five by four of extra grid and twelve more kilos, and the contents belong to the pack, so if you drop it the next person gets everything inside. People have died over less.
Your health never hits the engine's death floor, so you do not simply die. You go down, and a five minute clock starts on the server. Nothing can finish you during it. What happens next is entirely down to whether anybody is close enough to care.
You have three things to do on the floor. Shout for help, which is 45 metres of noise that the infected hear as clearly as your friends do. Pack the wound with a bandage, once, for another 90 seconds. Or hold X and give up.
Anyone can pick you up. A proper treatment needs a medkit and twelve seconds of standing still next to you, and you come back at 30 health. Bleed out instead and you wake in a hospital with 120 health, half-empty needs, and whatever infection you were carrying still in you.
Death empties you. Bag, hotbar and equipment, pack and armour included. That is deliberate. It is why people come and find you.
Attachments are items you find, not ticks in a menu. Press O with a gun in your hands and the wheel opens with six slots on it: muzzle, optic, grip, light, laser, magazine. Fitting one takes just under two seconds and you have to be standing still, so you do it before the fight and not during it.
Attaching consumes the item. Taking it back off returns it to your bag, so a suppressor can move between guns, but you only ever have the ones you own. J holsters, TAB is a shoulder zoom, and you can check your magazine rather than guessing.
The suppressor is the one that changes how you play. It cuts a shot's noise to around a quarter, turning 90 metres of attention into 25. That is not a damage stat, it is the difference between one dead infected and thirty walking your way.
The traders are people standing in the safe zones, each with their own stock, their own buy list, and their own jobs on offer. The Quartermaster and the Refuge Ranger hand out work. The Armorer does both. The Fence takes things you would rather not explain. The Tailor is a wardrobe rather than a shop, for when you want to look like someone who has been out here a while. They restock on their own clock, once an hour.
They buy at a bit under half of what a thing is worth, which is the point: selling is a last resort, not an income. Contracts are the income. They sit on your HUD while you work so you are not opening a menu every two minutes to check.
Thin the Herd wants fifty infected down. Precision Work wants twenty-five headshots and nothing else. Big Game wants ten brutes, which is a genuinely bad afternoon. Trophy Collector takes fifty sets of teeth off you and pays properly for them.
Rocks need a pickaxe, trees need a hatchet, and both take five to nine swings. Every swing is noise. Nodes deplete for the whole server and come back after ten minutes, so a spot everyone mines is a spot nobody mines for long.
Crafting has no bench you have to find. A station is a thing you carry — a toolbox in your bag is a workbench, three planks and a bit of cloth on the ground is a campfire. Press Y and the panel shows you what you can make and exactly what you are short of, worked out on the server so it cannot lie to you.
Bandages out of cloth. Antiseptic out of cloth and water. A reinforced bat, a molotov, a medkit, antibiotics, a plate carrier if you have the crafting levels for it. Suppressors, grips, lights and lasers are all craftable too, which is usually cheaper than hoping one drops.
Recyclers are fixed machines at the scrapyards. They always give you back less than you put in — an assault rifle comes apart into twelve to eighteen scrap and that is that. Use them on things nobody will buy, not on things you might need.
You get twenty-four pieces per character and you have to mean them. Wooden barricades at 350 health, metal ones at 900 if your crafting is up to it, a campfire that actually casts light, a workbench that stops being something you carry, and a bedroll that becomes where you respawn.
Infected chew on it. Eight damage a hit, over and over, so a wall is a delay you bought rather than a problem you solved. Pull a piece back down and you get half your materials back, and only if you were the one who put it there.
Stashes are the other half. A shovel, six seconds, and a hole in the ground with twenty slots in it. You can see your own from fifty metres away. A stranger has to be standing within a metre and a half of it, holding a shovel, to even find it. Five per character, so choose your spots.
Cars are persistent, lockable, and have a boot worth sixty slots, which for a lot of players is the real reason to own one. If you do not have the key, hot-wiring takes twelve seconds of sitting there being obvious about it.
Fuel is real. It drains as you drive, idles away when you sit still, and pours out of a hole if you have one. A jerry can holds thirty-five units. Pumps have a limited reserve that refills slowly, so a station somebody emptied is empty. You can siphon out of other cars, which takes nine seconds and is exactly as rude as it sounds.
Parts wear per kilometre and warn you before they go. An engine starts complaining at 55 and dies at 18. Diagnosing takes six seconds, a proper repair twelve, and a bodge is seven seconds with a four-in-ten chance of working and five minutes before you can try again.
Four factions: Militia, Medics, Mechanics, Farmers. None of them make you stronger. There is no faction that shoots harder or loots better, on purpose, because the moment one does everybody joins it and the roleplay dies.
What you get is reputation and a ladder that unlocks as you earn it, and you keep every unlock forever even if you walk away. Reputation is yours and only buys titles and emotes. The faction as a whole has its own level, from 1 to 30, and that is where skill points and base unlocks come from. Rep only counts while you are actually in the faction the work belongs to.
Bases are claimed with a flag. A main base holds a 200 metre radius, an outpost 100, and it has to be at least a kilometre from any safe zone so nobody parks a fortress on the doorstep of the shops. Roles run from Leader down through Officer, Builder and Quartermaster, each with their own permissions over building, the treasury and the roster.
Combat, Survival, Crafting, Medical. Twenty levels each. Points come from character levels and you spend them in the hub on U. Every level in the matching tree adds a little under one percent to what that action pays you, up to a fifth more, so a Survival build genuinely gathers better.
The perks are where the builds separate. Executioner makes any headshot kill an infected outright. Ghost means they see you a quarter later than they see everybody else. Scavenger gives you one extra draw out of every container and every body. Efficient gives you a one-in-ten chance of keeping each material when you craft. Fortifier puts a quarter more health on everything you build.
Changed your mind? Unlearn the lot and get it all back. You can also burn a point on straight training instead, for a level in whichever tree you want.
Downtown is a 350 metre ring dropped deliberately inside the city's infected zone. Every shot you fire in there raises the heat that brings them in, so a PvP fight and an infected problem are the same event.
Two extraction points, rooftop and metro. Stand in a six metre circle and hold still for twenty-five seconds. Move eight metres and you start again. Get out clean and it pays three hundred and a hundred and fifty XP.
Kill another player in the zone and you are marked Rogue for five minutes. Anybody who drops a Rogue collects five hundred, plus two fifty for each kill they had racked up. Being good at this makes you worth money to strangers.
Worth saying plainly: player damage is on everywhere, not only here. The zone is where it pays, not where it is allowed.
Everything a faction needs is in one hub: who is in it, what it owns, what it is working towards and who is currently in trouble. Squads sit inside that. You can only squad with your own faction, and it is two to five people.
The first tab is a command briefing the leadership writes for everyone else, plus an emblem workshop for the faction's badge. It is the page people see when they log in, so it is where orders go.
Members, their rank and who is online. Invites, kicks and promotions happen from here, if your rank is allowed to do them.
Hold ALT and aim at a faction mate to invite them, or do it from the roster. The leader names the ranks inside the squad, up to six of them. Squad members get blips on your map and a frame on your HUD with their health, or DOWN, or OUT OF RANGE.
Faction XP comes from two places only: missions and treasury donations. The board has three daily and two weekly missions, and any member's work counts for all of you. Levels pay out skill points for a faction skill tree.
Deposit and withdraw, with a daily withdrawal cap the leader sets per rank, enforced on the server. Every movement goes in a ledger, so when money goes missing you know whose name is next to it.
The leader ticks what each rank can do: deposit, withdraw, invite, kick, promote, sanction, build, jail, manage squads. One table, no hidden rules.
Leaders and vice leaders pick from templates: fines paid into the treasury, a frozen or docked reputation, no squad, muted faction chat, and so on. Or jail: the faction sets up its own cells, and a jailed member stays in one until the timer runs out, relog or not.
Turn name tags, the party HUD, squad blips and combat feedback on or off, and set how far tags reach. It is saved per player.
A ranking of every faction on the server, so the rivalry has a scoreboard.
Tags look like the ones in The Division: faction, name, level, floating over the head. Inside a safe zone everyone gets one, whatever side they are on. Out in the world you only see tags for your squad and your faction. Nobody outside your people ever gets a label to aim at.
The slots that used to hold a jacket and trousers now hold boosters: a recon drone, a deployable shield, a turret that only shoots the infected, a medic beacon, a decoy and an adrenaline shot. Clothes are bought from Tailors and do nothing but change how you look.








Walkers now stagger like the ones in The Walking Dead, and crawlers drag themselves along the ground. None of them climb, full stop, so a wall or a roof is a real answer. They still spawn well away from you and walk in.
Recoil was rebuilt. Each shot kicks the camera up with a little sideways drift, and part of the climb settles back once you stop. The camera shake scales with the calibre, so a heavy sniper feels nothing like a pistol. Suppressors and grips take the edge off, and so does your combat skill. Magazines now hold what the real guns hold.
Cocaine, morphine, amphetamine and weed each help with something, from sprinting further to a steadier aim. Cut versions from the infected are weaker and more addictive; pure ones are crafted at a faction base. Keep using and you get hooked, and withdrawal shakes your aim and your stamina. Cigarettes heal a little while you smoke. Doc Harlan at the Paleto refuge will give you a rehab kit if you do a job for him.
Supporter, Patron and Legend. What you get is looks and small conveniences: a tag style, a chat colour, a custom plate, booster skins, extra outfit slots. No damage, no armour, no loot, no XP, no money and no place at the front of the queue. Everyone waits in the same line.
Every loud thing you do has a radius, and anything inside it turns around and starts walking. Press a button and watch what it costs you.
Grid squares are roughly ten metres. The dots are infected sitting at fixed distances; the ones that light up heard you. Hearing carries about twice as far as sight, which is why you tend to get found before you get seen.
Each one is a normal FiveM resource with its own fxmanifest.lua and its own config folder. Load order matters in one place only: bs_core goes first, because it owns the database and the player state everything else reads.
bs_coreBoot, database, migrations, player statebs_inventoryGrid inventory, weight, containers, itemsbs_zombiesServer-owned infected, AI, damage, hordesbs_zombiepedsInfected model handlingbs_zombiesfxInfected audio, 3D falloff, horde bednodesPopulation nodes the director spawns frombs_atlasLive map of the infected simulationbs_medicalDowned state, revives, bleed-outbs_bodilyNeeds, the needs wheel, stancesbs_skillsFour skill trees, perks, trainingbs_weaponsAttachments as items, holster, inspectbs_vehiclesFuel, parts, wear, hotwire, bootsbs_tradersNPC traders, stock, missions, wardrobebs_economyMoney, payouts, reward hookbs_extractionExtraction zone, bounties, rogue statebs_factionsFactions, reputation, unlock laddersbs_faction_basesFlag claims, roles, permissionsbs_buildingPlaceable pieces, health, dismantlebs_stashBuried stashes, shovel, discoverybs_miningRock and timber nodes, global depletionbs_recyclerFixed machines, material conversionbs_interactionsInteraction targets and labelsbs_radialOne reusable radial every resource opensbs_uiHUD, settings, player-owned preferencesbs_menuShared menu componentsbs_assetsShared assets, props and streamed filesbs_multicharCharacter screen, creator, slotsbs_loadingLoading screenbs_chatReplacement chatbs_emotesEmotes, walk styles, cancels on movebs_scenesWorld scenes and propsbs_worldDead world: no traffic, no police, timebs_adminStaff menu, commands, live editorsbs_scoreboardPlayer listbs_vipSupporter panel, no pay-to-winbs_eventsAirdrops, supply stashes, convoys and horde wavesbs_gadgetsDrone, turret, medic beacon, decoy, riot shieldbs_boostersSingle-use buffs, three slots, PvE onlybs_drugsDrugs, cigarettes, addiction and withdrawalbs_configF1 console to tune the server live, with an audit logbs_guardAnti-cheat that logs and alerts staff, never auto-bansbs_cinecamCinematic camera for content and testingbs_esx_bridgeOptional ESX compatibility layer# bs_core first, it owns the database and the player state ensure bs_core ensure bs_inventory ensure bs_interactions # then whatever you actually want. the infected stand alone: ensure nodes ensure bs_zombies ensure bs_zombiesfx # and the rest, in any order ensure bs_traders ensure bs_building ensure bs_factions
The repository isn't public yet. It's being tidied for release rather than dumped as-is, because a framework nobody can read is not much of a framework. If you want to build on it before that lands, come and ask in Discord and we'll sort you out. When the repo goes up, the link will be at the top of this page.
Every server page you've ever read claims everything works. This one doesn't. Below is the honest state of each system, why it was built the way it was, and what we want to do with it next. If a thing isn't in yet, it says so.
Rebuilt from scratch this month. One record per infected on the server, the nearest player runs its brain, everyone else watches the same body with the same health. They cannot appear inside your view, and if there's nowhere legal to put one it spawns 300 metres out and walks.
Body damage cannot finish one off, no matter how much of it you do. Shoot an arm out and it stops swinging on that side. Take both legs and you have made a permanent crawler that still bites. Damage is worked out from where your crosshair actually was, not from what the game thinks hit you.
Gunshots reach 90 metres, suppressed about 25, a whistle 55, and swinging a pickaxe carries too. Crouching cuts what they can see from 50 metres to 10, prone to 6, and crouching behind one means it effectively can't see you at all.
We have custom infected models. We also have a texture file big enough to cause problems on a full server, which is why you may still see the base game's zombie standing in for them. Splitting those assets properly is the current job.
Five minutes on the floor, server-timed, and nothing can finish you during it. Shout for help and the infected hear you as clearly as your friends do. Someone with a medkit and twelve seconds gets you back at 30 health.
Twenty-four pieces per character, infected that chew through them, faction flags claiming 200 metres, and holes in the ground that a stranger has to be standing within a metre and a half of to even notice.
Four factions, none of which make you better at fighting, on purpose. Reputation and the unlock tiers are tracked and working today. What those tiers hand you — titles, kit, emotes — is the part still being connected up.
A loot tier system in the shape of a looter-shooter. The same rifle turning up as a rough one and a good one, and parts you find that push a piece of kit up a rung rather than replacing it outright.
Night vision and thermal, a recon drone you actually have to carry and fly, and a handful of daft-but-useful ways to get about quietly. Things that change how you approach a place rather than how much damage you do to it.
Contracts today are counters: kill fifty, bring back thirty scrap. They work, and they're not the ceiling. We want jobs that take a group an evening, move you across the map, and go wrong in the middle.
A scoreboard on F9 for kills and XP. Notes and scenes you can leave in the world for whoever comes past next. A minimap that looks like the world it's showing rather than the one from the base game.
This is an alpha and it moves fast. Systems get rebuilt, and a couple of them have been rebuilt more than once because the first version was wrong. If you turn up expecting a finished product you'll be annoyed. If you turn up wanting to shape one, you're early, and that's the good part.
All of these are proper FiveM keybinds, so if you hate our choices you can rebind them in the game's own settings and we will never overwrite you.
Recorded off the live server during the infected rebuild. No cuts, no edit, no music laid over the top.
When I'm working on the server I usually stream it on Twitch. Mostly Lua, broken zombies and me talking to myself in two languages. If the player is black I'm offline, the VODs are on the channel.
The free post-apocalyptic map I've been converting and fixing since 2020. Wrecks, broken bridges, dead city. One line in server.cfg to turn it on, one # to turn it off.
Straight captures, not mockups. If it's on this page you can go and use it.








Mostly from server owners, a few from players.
Yes on both. It's released for anyone to use on their own server. The repository isn't public yet because it's being tidied for release rather than dumped as-is, and the licence hasn't been settled. Ask in Discord if you want access before then.
No. It runs standalone on a clean FXServer and brings its own inventory, HUD, chat, interactions, emotes and menus. There's an optional ESX bridge if you already have ESX and want to keep it, but nothing requires it.
Yes, and a lot of people want exactly that. bs_zombies plus nodes and bs_zombiesfx runs on its own, without the inventory or anything else. Each resource is a normal FiveM resource with its own config folder.
Yes. Run it on your own machine and it works as a single-player survival game. The infected, loot, crafting, building, needs and vehicles all function with one person in the world. Nothing in it requires other players to be present.
An FXServer on Windows, MariaDB or MySQL 8, a Cfx.re Keymaster key, and TCP plus UDP on port 30120. Schema migrations are applied by bs_core on first boot, and there's a txAdmin recipe for a clean deploy.
Most of what changes how the game feels. Spawn distances, sight and hearing ranges, carry weights, loot tables, trader stock, craft recipes, build costs and safe zones are all data in config files, with comments explaining what each value does.
No, and the site says which parts aren't. It's an open alpha under active development, and the infected system in particular was recently rebuilt from the ground up. The roadmap section marks each system as live, being worked on, or designed but not started.
It's built to be lighter than a typical FiveM stack rather than heavier. Ambient traffic, pedestrians and police are switched off at the engine level, and the infected are capped and streamed deliberately. Infected AI is hosted by the nearest player rather than simulated by everyone.
That's the point of it. The developer docs cover the resource layout, the database schema, and how a resource is expected to be wired so it inherits the inventory, the reward hook and the interaction system for free.
Server owners, solo players and people who just want to argue about spawn distances. Early access to the source, patch notes, bug reports and the roadmap all live in the same place.
What's new on the socials.
Small updates, clips and screenshots go here first. This pulls the last posts by itself, so it's always the fresh stuff.