BeyondSurvival open source · alpha
Open source · FiveM · survival framework

Build the server you actually wanted to build.

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.

Source release in progress — ask in Discord for early access
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0Resources in the framework
0Framework dependencies required
0Metres, closest an infected can spawn
0Grid slots in the base inventory
0Database, migrated on boot
What you're getting

A survival layer, not a pile of scripts
you have to make agree with each other.

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.

01 / STANDALONE

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.

02 / CONNECTED

One inventory, everything uses it

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.

03 / CONFIGURABLE

Numbers live in config files

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.

Who it's for

Two kinds of people end up here.

You're building a survival server

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.

  • Install it, set your safe zones, open the doors
  • Or take one resource — the infected system works on its own
  • Docs cover the layout, the database and how to extend it

You just want to play it

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.

  • Runs locally on your own FXServer
  • Nothing in it requires other players to work
  • Or join a public server already running it
bs_corebs_zombiesbs_inventorybs_tradersbs_weaponsbs_vehiclesbs_buildingbs_factionsbs_extractionbs_medicalbs_skillsbs_miningbs_stashbs_recyclerbs_radialbs_uibs_worldbs_atlasbs_multicharbs_interactionsbs_eventsbs_gadgetsbs_drugsbs_guardbs_corebs_zombiesbs_inventorybs_tradersbs_weaponsbs_vehiclesbs_buildingbs_factionsbs_extractionbs_medicalbs_skillsbs_miningbs_stashbs_recyclerbs_radialbs_uibs_worldbs_atlasbs_multicharbs_interactionsbs_eventsbs_gadgetsbs_drugsbs_guard
The infected

They walk in from somewhere.
They never appear in front of you.

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.

One body, one health bar, everyone

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.

  • Minimum spawn distance 70 m, and only where you cannot see
  • Nothing in view is ever deleted for walking towards you
  • They only stop existing once you are 250 m of travel away

The head is the only thing that counts

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.

  • Body damage floors out and cannot finish one off
  • Limbs take about 40% and cripple rather than kill
  • From behind, unseen, E takes one down in a single move
Standing, upright
50 m
Crouched (K)
10 m
Prone (Z)
6 m
Crouched, behind one
~0 m

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.

HORDES

Noise builds up in a place

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.

BODIES

Search it before somebody else does

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.

SOUND

You will hear them first

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.

What ships in the box

Pick one. They all use the same plumbing.

Inventory & gear

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.

8×5Main bag
5Hotbar slots
0.75×Speed when heavy
30 minDropped bag lasts

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.

Going down & getting up

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.

300sOn the floor
+90sOne bandage
12sMedkit revive
30 HPBack on your feet

Death empties you. Bag, hotbar and equipment, pack and armour included. That is deliberate. It is why people come and find you.

Weapons & attachments

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.

6Attachment slots
1.8sTo fit one
0.28×Suppressed noise
OWeapon wheel

Traders & contracts

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.

0.45×They buy at
60 minRestock
7Live contracts
$500Big Game pays

Gathering & crafting

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.

2.6sPer swing
10 minNode respawn
YCrafting
50%Recycler return

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.

Building & stashes

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.

24Pieces each
900Metal barricade HP
5Buried stashes
1.4 mTo find someone else's

Vehicles

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.

60Boot slots
12sHot-wire
35Jerry can units
40%Temp fix odds

Factions & bases

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.

4Factions
5Unlock tiers
200 mBase radius
1 kmClear of safe zones

Skills & perks

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.

4 × 20Trees and levels
+20%Reward cap
-25%Ghost detection
USkills hub

Extraction & PvP

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.

350 mZone radius
25sExtraction hold
$300Clean exit
$500+Rogue bounty

Worth saying plainly: player damage is on everywhere, not only here. The zone is where it pays, not where it is allowed.

Factions & squads

A faction is the people you trust.
A squad is the four you actually go out with.

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.

OVERVIEW

Briefing and emblem

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.

ROSTER

Everyone, at a glance

Members, their rank and who is online. Invites, kicks and promotions happen from here, if your rank is allowed to do them.

SQUAD · F3

Your group of two to five

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.

PROGRESSION

Levels 1 to 30

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.

TREASURY

Shared money, with a paper trail

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.

RANKS

A permissions grid, not guesswork

The leader ticks what each rank can do: deposit, withdraw, invite, kick, promote, sanction, build, jail, manage squads. One table, no hidden rules.

SANCTIONS

Discipline, including a jail

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.

SETTINGS

Your screen, your call

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.

RANKINGS

Who is ahead

A ranking of every faction on the server, so the rivalry has a scoreboard.

Name tags that don't give people away

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.

Boosters instead of clothes

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.

Faction hub overview tab with the command briefing and emblem workshop
OverviewBriefing and emblem, the first thing members see
Faction roster tab listing members, ranks and who is online
RosterMembers, ranks and who is on
Faction progression tab showing level, daily and weekly missions and the skill tree
ProgressionLevels, missions and the skill tree
Faction treasury tab with deposit, withdraw, daily caps and the ledger
TreasuryEvery deposit and withdrawal on the ledger
Ranks and permissions matrix in the faction hub
RanksWho can do what, per rank
Faction sanctions tab with sanction templates and jail
SanctionsTemplates, fines and the jail
Faction settings for name tags, party HUD, squad blips and combat feedback
SettingsTags, party HUD and blips, your choice
Faction rankings table comparing every faction on the server
RankingsEvery faction, ranked
Recently shipped

What changed in the last few weeks.

INFECTED

Slower, clumsier, and worse up close

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.

  • Sit in a closed car and they can't reach you
  • Hit one with a car and speed decides whether it is crippled or dead; roll over a head and it is over
  • Aim at one up close and you get a melee finisher
SHOOTING

Recoil you can feel

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.

DRUGS

Useful, and then a problem

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.

VIP

Three tiers, all cosmetic

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.

Try it

Noise is the real currency.

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.

Sound reach

 

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.

The stack

Forty-two resources.
Take all of it or take one.

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 state
bs_inventoryGrid inventory, weight, containers, items
bs_zombiesServer-owned infected, AI, damage, hordes
bs_zombiepedsInfected model handling
bs_zombiesfxInfected audio, 3D falloff, horde bed
nodesPopulation nodes the director spawns from
bs_atlasLive map of the infected simulation
bs_medicalDowned state, revives, bleed-out
bs_bodilyNeeds, the needs wheel, stances
bs_skillsFour skill trees, perks, training
bs_weaponsAttachments as items, holster, inspect
bs_vehiclesFuel, parts, wear, hotwire, boots
bs_tradersNPC traders, stock, missions, wardrobe
bs_economyMoney, payouts, reward hook
bs_extractionExtraction zone, bounties, rogue state
bs_factionsFactions, reputation, unlock ladders
bs_faction_basesFlag claims, roles, permissions
bs_buildingPlaceable pieces, health, dismantle
bs_stashBuried stashes, shovel, discovery
bs_miningRock and timber nodes, global depletion
bs_recyclerFixed machines, material conversion
bs_interactionsInteraction targets and labels
bs_radialOne reusable radial every resource opens
bs_uiHUD, settings, player-owned preferences
bs_menuShared menu components
bs_assetsShared assets, props and streamed files
bs_multicharCharacter screen, creator, slots
bs_loadingLoading screen
bs_chatReplacement chat
bs_emotesEmotes, walk styles, cancels on move
bs_scenesWorld scenes and props
bs_worldDead world: no traffic, no police, time
bs_adminStaff menu, commands, live editors
bs_scoreboardPlayer list
bs_vipSupporter panel, no pay-to-win
bs_eventsAirdrops, supply stashes, convoys and horde waves
bs_gadgetsDrone, turret, medic beacon, decoy, riot shield
bs_boostersSingle-use buffs, three slots, PvE only
bs_drugsDrugs, cigarettes, addiction and withdrawal
bs_configF1 console to tune the server live, with an audit log
bs_guardAnti-cheat that logs and alerts staff, never auto-bans
bs_cinecamCinematic camera for content and testing
bs_esx_bridgeOptional ESX compatibility layer
Running it

What you need, and what you don't.

You need

  • An FXServer on Windows
  • MariaDB or MySQL 8 — MariaDB is the tested one
  • A Cfx.re Keymaster key
  • TCP and UDP 30120 open
  • A map resource — the build is set up around an apocalypse map

You don't need

  • ESX — there's a bridge if you want one, it's optional
  • QBCore or any other framework
  • ox_lib, ox_inventory or ox_target
  • A target script — bs_interactions is in the box
  • A separate inventory, HUD, chat or emote resource

Comes with

  • A txAdmin recipe for a one-click clean deploy
  • Schema migrations applied by bs_core on first boot
  • Backup and import scripts for moving a live world
  • A portable release builder and a deployment test
  • Developer docs covering layout, database and extending
server.cfg
# 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

On the source, plainly

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.

Where this is going

What's in, what we're building,
and what we're still arguing about.

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.

In the build, playable now Being worked on Designed, not started

Server-owned infected

Live

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.

Why it mattered: the version before this spawned them client-side. Two players shooting the same thing were shooting two different things, and one of them was standing behind you a second ago. Fixing that meant throwing the whole system away rather than patching it.

Headshots, limbs and crawlers

Live

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.

The opportunity here: once limbs are real, melee gets interesting. We want a proper shove, and a way to cripple something and walk past it instead of spending a bullet. That's the next pass on this.

The noise economy

Live

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.

Where we're taking it: spawning itself should listen. Right now noise pulls infected towards you; the plan is for a sustained racket in a quiet area to start generating new ones on the edge of earshot, so a loud base is a base that attracts a problem.

How the infected look

Being worked on

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.

Straight answer: this is the one thing on the page we'd tell you not to judge us on yet. The behaviour is finished. The faces aren't.

Downed, not dead

Live

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.

Why it's built this way: it's the single mechanic that makes strangers talk to each other. Instant death makes a shooter. A five minute window where you need somebody makes a community, and everything else on this list is downstream of that.

Bases, building and buried stashes

Live

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.

Next for this: supply crates are placeable but they don't hold anything yet, which we've deliberately left marked in the config rather than quietly shipping a box that eats your loot. Container storage on built pieces is the next piece of work here.

Faction rewards

Being worked on

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.

The design line we won't cross: no faction will ever give a combat advantage. The moment one does, everybody joins it and the other three stop existing.

Tiered gear and enhancers

On the board

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.

What we're still working out: how to do this without turning the server into a gear treadmill. The whole point of the inventory is that space is the constraint. A tier system that makes you hoard fights that.

Specialist equipment

On the board

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.

The rule they have to pass: every one of them has to have a cost. Thermal that shows you everything is boring. Thermal that takes up four slots and eats a battery you could have spent on something else is a decision.

Long-form missions

On the board

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.

Why it's last: a mission is only as good as the world it happens in. Building these before the infected behaved properly would have been decorating a house with no roof on it.

The smaller list

On the board

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.

Where these come from: almost all of it is Discord. If something on this list is yours, that's why it's here, and the fastest way to add to it is to come and say so.

One more thing, because it's worth being blunt about

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.

Controls

Everything on a key, nothing buried in a menu.

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.

IInventory
1-5Hotbar
KCrouch
ZGo prone
JHolster / draw
OWeapon wheel
YCrafting
USkills & faction hub
NNeeds wheel
HWhistle
F5Quick actions
F4Faction building
ALTInteraction labels
TABShoulder zoom
XHands up
BPoint
Footage

Two clips from the current build.

Recorded off the live server during the infected rebuild. No cuts, no edit, no music laid over the top.

On stream

Sometimes I build it live.

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.

twitch.tv/xanderptv

Latest posts

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.

Optional map · v1.0.6

The Apocalypse Project comes in the box.

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.

Screens

All of this is in the build right now.

Straight captures, not mockups. If it's on this page you can go and use it.

Grid inventory
InventoryForty slots, real item sizes, weight that matters
Survival radial menu
F5Survivor quick actions
Contracts at a trader
ContractsTaken from a trader, tracked on the HUD
Trader buy and sell screen
TradersOwn stock, own buy list, hourly restock
Wardrobe trader
WardrobeSet your look at a safe zone NPC
Contract tracker on the HUD
TrackerProgress without opening anything
Player HUD settings
SettingsYour HUD, your volumes, saved to your character
NPC and mission editor
Staff toolsNPC, stock and mission editor, live
Before you ask in Discord

The questions everyone asks first.

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.

Open alpha

Come and build something with it.

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.