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About

An independent founder-led studio

Riftvane Studios builds gameplay systems for FiveM roleplay servers. One person designs, writes, documents and supports them, which is the constraint that shapes everything below.

Mission

Systems a server owner can actually depend on

Roleplay servers run on other people’s code. A resource that works on the day it is installed but cannot be tuned, cannot be debugged, and cannot be trusted with the server’s economy becomes a liability the moment it is popular.

The intent here is narrow and deliberate: build fewer systems, make them configurable enough to fit an existing economy rather than replace it, decide anything that matters on the server, and write down how all of it works before anyone has to ask.

That is also why the compatibility tables on this site distinguish what has been tested from what merely shares a code path. The distinction costs sales. It is the more useful thing to publish.

Engineering principles

How the code is written

  • The client is untrusted

    Anything that decides money, items or progression is computed on the server. A request that cannot be validated is rejected rather than accepted with a warning, and the rejection is recorded.

  • Behaviour is data, not code

    Values a server owner will want to change are stored and edited rather than hard-coded, so tuning does not mean editing an escrowed file or waiting for a release.

  • Failures roll back

    When a step in a multi-part operation fails, the earlier steps are undone. Losing a player's items to a half-completed action is a bug, not an edge case.

  • Everything is recorded

    Successful actions, rejected ones, and administrative changes all leave a row with the reason attached. A support question should be answerable from data.

Documentation and support

Writing it down is part of building it

Documentation first

Installation, configuration and integration are written before they are asked about. When a question can only be answered in a ticket, that is treated as a gap in the documentation rather than a normal cost of support — because with one person answering, it is the same question arriving repeatedly.

Support that scales honestly

Replies come from the person who wrote the code, within published hours. That means no context is lost in a handoff, and it means support is not available around the clock. Both are consequences of the same fact, and neither is worth disguising.

Product development

Alpha means alpha

TrapNexus is released as alpha. The loop is complete and has been tested end to end on live QBCore and ESX Legacy servers, but it is early software, it is priced accordingly, and it says so on the product page rather than in the small print.

Concretely: expect bugs and expect them to be fixed. Expect configuration and data formats to change between versions, with migrations where they are needed. Treat the roadmap as intentions rather than commitments — nothing on it is part of what you are buying.

Known limitations are published on the product page before purchase. If one of them rules the product out for your server, that is the correct outcome, and finding out beforehand is better for both of us.

Founder section configuration

Independence

Riftvane Studios is an independent creator and is not approved, sponsored, or endorsed by Rockstar Games, Take-Two Interactive, or Cfx.re. FiveM is a trademark of Take-Two Interactive Software, Inc.

FiveM is referred to descriptively, to say what these systems run on. No affiliation is claimed or implied, and no Rockstar, Take-Two or Cfx.re branding is used anywhere on this site.