BeyondSurvival alpha
FiveM · Blaine County · open alpha

Nobody is coming to get you out.

Most survival servers hand you a menu and call it a game. This one makes you carry what you take, listen before you move, and lose the lot when you get it wrong. The county is quiet. That is not the same as safe.

Scroll
0mClosest an infected can appear
0Inventory slots in your bag
0sTo be found before you bleed out
0Skill trees, 20 levels each
0Safe zones in the whole county
Where you wake up

The traffic stopped. The radio stopped.
The people didn't all leave.

Ambient cars, pedestrians and police are switched off at the engine level. No wandering joggers, no cops turning up because you fired a gun. What moves out there either used to be a person, or is one.

01 / GO OUT

Leave with room, not with everything

Your bag is a grid. A rifle takes four slots by two. Fuel, water, bandages and ammunition all want the same space. Packing is the first decision of every run and you will get it wrong at least once.

02 / STAY QUIET

Every loud thing has a radius

A gunshot travels 90 metres. The same shot through a suppressor travels about 25. A pickaxe on a rock carries too. You are always choosing between fast and quiet, and the county charges you for picking fast.

03 / GET BACK

The refuge is where a run pays off

Traders restock, contracts tick over, workbenches turn scrap into something useful, and your stash stays buried where you left it. Nothing you found counts until you are standing somewhere it can't be taken.

Sandy Shores Camp · safe zone, 120 m Paleto Refuge · safe zone, 100 m Grand Senora Airbase · safe zone, 65 m Downtown · extraction zone, 350 m Blaine County · infected Los Santos · infected Fort Zancudo · infected Central Hospital · infected Sandy Shores Camp · safe zone, 120 m Paleto Refuge · safe zone, 100 m Grand Senora Airbase · safe zone, 65 m Downtown · extraction zone, 350 m Blaine County · infected Los Santos · infected Fort Zancudo · infected Central Hospital · infected
The infected

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

This is the part most servers get wrong, and it is the part we rebuilt from nothing. An infected is not allowed to exist inside your view. If there is no legal spot within range, one spawns 300 metres out and walks the distance instead.

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 100 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's actually in the server

Pick one. It's all connected anyway.

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. Your character's look is handled separately, at a wardrobe in a safe zone, so what you are wearing is never something someone can shoot off you.

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. The rep and the tiers are tracked and working; the cosmetic rewards attached to them are still being wired up, so right now the ladder is a rank rather than a wardrobe. 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.

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.

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.

Before you ask in Discord

The questions everyone asks first.

Yes. It's a FiveM server, you need GTA V on PC and FiveM installed, and that's the whole cost. There's a VIP panel for people who want to support the project, and it does not sell you an advantage.

Both, and it leans on the roleplay more than it looks. The factions deliberately give no combat benefit, death costs you your whole kit, and being downed for five minutes means the most useful thing on the server is another player who bothers to come and get you. The shooting is the pressure, not the point.

Yes, anywhere. Player damage is not gated by region. The Downtown zone is where killing pays a bounty and where extractions happen, but nothing stops a fight happening on a quiet road in Paleto. Treat strangers accordingly.

Everything you were carrying, including what you had on. Your character, your levels, your skills, your perks, your faction rep and your buried stashes all stay. The gear goes. That's why the burying and the bedrolls and the rescues all matter.

No, but you'll live longer with one. Solo works if you play quiet: crouch, suppress, mine a node nobody else uses and get home. The things that genuinely need people are hordes, base building and pulling each other off the floor.

No, and we're not going to pretend otherwise. It's an open alpha under active development, and the infected system in particular has been rebuilt from the ground up recently. Some things on the roadmap aren't in yet, and we'd rather you hear that here than find out in-game. Bugs go in Discord and usually get looked at the same week.

Probably better than a normal FiveM server, oddly. Ambient traffic and pedestrians are switched off entirely, so a lot of what usually eats your frames isn't there. The infected are capped and streamed carefully for exactly this reason.

The developer docs cover the resource layout, the database, how a script is expected to be wired and how to extend it. Start there, then come and talk to us in Discord.

Open alpha

The county is quiet. Come and make some noise.

Connect info, patch notes, bug reports and the people who'll come and revive you are all in one place. Turn up, say hello, get shot at.