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About

An independent FiveM development studio

Riftvane Studios builds gameplay systems for serious roleplay servers. Fewer resources, built deeper, documented properly and supported by the people who wrote them.

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 instead of replacing 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 outright, never logged and waved through, and the rejection is recorded.

  • Behaviour is data, not code

    Values a server owner will want to change live in the database and are edited in game, 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 counts as a gap in the documentation, and it gets fixed there so the next person never has to open the ticket at all.

Support with a name on it

Replies come from the developers who wrote the code, inside published hours. You never explain your problem twice, and you never get a round-the-clock promise that falls apart the first time you rely on it.

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 the product page says so plainly.

In practice: expect bugs, and expect them to be fixed. The roadmap is a set of intentions, and nothing on it is part of what you are buying. Three releases in, configuration and data changes have all shipped through automatic migrations without breaking an existing install — a track record, not a guarantee, and one the changelog records release by release. Concurrent load has also been tested directly: a scripted 50-concurrent-seller load found real issues on its first run, and has completed four consecutive clean runs at that load since they were fixed.

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.