BeyondSurvival
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Open source · FiveM · survival framework

Build the server you actually wanted to build.

BeyondSurvival is a survival framework for FiveM. Forty-seven 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 progression tab showing level, daily and weekly missions and the skill tree
ProgressionLevels, missions and the skill tree
Ranks and permissions matrix in the faction hub
RanksWho can do what, per rank
Faction rankings table comparing every faction on the server
RankingsEvery faction, ranked
Recently shipped

What changed in the last few weeks.

BASES

Flags, outposts and raids you have to call

Building was remade from scratch. Place a frame, put the materials in, hammer it together. Every player faction gets one safezone flag for the main base: no PvP, no walkers, never raidable, and hidden from outsiders. On top of that you get up to two outposts, and those can be hit.

  • Raids only happen in the raid window, and only once someone declares one. A declared raid lasts three hours, then there's a cooldown
  • Doors, gates and boxes take a 4-digit code. C4, pipe bombs, a sledgehammer or an angle grinder get you through
  • Nobody visits for a week and the base starts to rot
CRAFTING

Stations, queues and recycling

Workbench, campfire, chemistry table, weapon bench and farm plots. You build them in your base, queue up work and walk off while it runs. Storage boxes close by feed the craft, so you don't have to empty them into your bag first. Junk goes into the recycling machines and comes out as scrap and materials.

MEDICAL

Wounds that stay with you

Bleeding, fractures, lodged bullets, infection, food poisoning and colds. Pain now builds up from wounds and heavy hits and shakes your screen and your aim. Painkillers hide it for a while, they don't fix anything. A defib has a minute after someone bleeds out.

JOBS

Every faction has work

Factions now have jobs. Military gets gunsmiths, patrol and mechanics. Bikers run fuel and scrap. Civilians farm, cook, hunt and fish. Rebels rob, kidnap, steal cars and smuggle. A job board hands out contracts, and the scoreboard shows who does what.

  • Player factions pick two jobs from the pool and get their own board
  • Mechanics have a garage to repair and tune cars
  • Animals spawn out in the wild. Hunt them, or sit at the water with a rod
FACTIONS

Your own ranks

Leaders make their own ranks, name them and set what each one can do: build, demolish, open storage, invite, kick. No more fixed ladder that doesn't fit your group.

VEHICLES

Cars you have to earn

There's a set number of cars, pickups, vans, bikes and offroaders out on the roads. They spawn on clear spots, far from players and never in a flag zone. They're missing a battery, a spark plug or a fuel tank. Find the parts, fit them, claim it. Wrecks get cleared after two hours. New dashboard styles are coming too, Classic and Field are first.

STAFF

Better tools for the people running it

The F10 staff menu has a Simple mode for the everyday stuff and an Advanced mode with everything. Quick commands too: /dv, /dz, /ann, /weather, /time, /tpc and /giveitem. Vehicle repair is a button in F10. Testers get an F4 menu with test cars, kits and heals, only for themselves.

LANGUAGES

Nine languages, in game and here

English, Portuguese, German, Polish, Turkish, Spanish, French, Italian and Russian. You pick yours in the inventory settings and the server remembers it. Push gates are now part of the framework too, as bs_gates. You shove a gate open by hand instead of it swinging open on its own.

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-seven 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, wounds, pain, infection, blood
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_buildingBase pieces, code locks, flags, declared raids, decay
bs_craftingCrafting stations, queues, cooking, farming, traps
bs_jobsFaction jobs, job board, mechanic garage, hunting, fishing
bs_stashBuried stashes, shovel, discovery
bs_miningRock and timber nodes, global depletion
bs_recyclerRecycling machines, scrap to materials
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_gatesGates you push open by hand
bs_scenesWorld scenes and props
bs_worldDead world: no traffic, no police, time
bs_adminStaff menu, commands, live editors
bs_scoreboardPlayer list, faction and job scoreboard
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_testerF4 tester menu, self-only test tools
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.

Vehicles worth fighting over

Live

A fixed number of cars, pickups, vans, bikes and off-roaders on the roads, each missing parts and low on fuel. Parts wear as you drive, fuel comes from siphoning and powered pumps, and a claimed car can be lockpicked anywhere but a safe zone.

Next for this: more content. More models, more reasons to drive somewhere, and things to do with a car beyond getting from A to B.

Nine languages

Live

The whole game and the website are translated into nine languages: English, Portuguese, German, Polish, Turkish, Spanish, French, Italian and Russian. You pick yours in the game settings.

Straight answer: some lines will read a bit off. If you spot one, tell us on Discord and it gets fixed.

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.

Building, raids and decay

Live

Remade. F2 opens a radial wheel, you place a blueprint frame and finish it with materials and a hammer. Faction flags claim territory, doors take code locks, and bases can only be raided inside raid windows, with C4, a sledgehammer, an angle grinder or a car through the wall. Abandoned bases decay, and a bed lets you respawn at home.

Next for this: real players hammering on it. Raiding is the kind of thing that only shows its holes when people actually try to break in.

Crafting, cooking and farming

Live

Its own CRAFT tab, four placeable stations with their own recipes, and queues. Cooking, boiling water, farming, foraging, skinning animals (and the infected), and traps.

Why it matters: it turns loot into a loop. What you find, grow and skin becomes what keeps you alive tomorrow.

Recycling and salvage

Live

Hidden recyclers around the map that burn fuel and make enough noise to draw the infected in. Dismantle junk by hand for less, salvage wrecked cars for parts, and sell what you do not need to the junk dealer.

The design idea: the best return comes with a risk. A running recycler is a dinner bell.

Medical, properly

Live

Damage lands on body parts. Bleeding, fractures, lodged bullets, infection in stages, sickness and colds, blood loss, pain and painkillers, a defibrillator, and doctors who are actually worth bringing along. Server owners can switch it off in F1 and keep only downed and revive.

Why it's built this way: getting hurt should be a problem you solve with other people, not a number you wait out.

Faction jobs

Live

Every faction has 2 to 5 jobs with 2 slots each, from Gunsmith and Combat Medic to Fuel Runner, Water Engineer and Smuggler. You take contracts off a job board and get XP and faction rep instead of a salary, and each faction has its own weekly and all-time scoreboard.

Why no salary: getting paid to stand around clocked in isn't survival. You earn by doing the job.

Faction bases, hunting and fishing

Live

A safezone flag makes a hidden safe haven with its own trader and mission giver. Outpost flags are real bases, raidable only through a declared raid during raid hours. Animals to hunt and fishing spots are in across the map.

Why it's built this way: raids should be an event both sides know about, not a surprise at 4am.

Wasteland Pass

Live

A free battle pass with 100 tiers, daily and weekly challenges, and a slot machine spin every 5 tiers. Open it with F11 or /pass.

Why free: nobody should pay to keep up on a survival server.

Backpacks, vests and gas pumps

Live

Bags and vests come in 4 tiers with their own grids and drop with everything inside when you die. Pumps start at 30% fuel and need a jump start: jumper cables off a car battery, a voltage needle to hold steady, and a shock if you get it wrong.

The design idea: carrying more and getting fuel should both cost you something.

First join, pause menu and HUD

Live

A faction picker on first join, a /tutorial cinematic tour with a first mission reward, a new ESC pause menu, 5 dash styles with opacity, and the whole HUD translated.

Why it mattered: the first ten minutes decide whether someone stays.

Character creator

Live

Seven steps: faction with a safezone spawn, starting kit, clothing and language. Everybody starts with the same basic kit.

Why: Nothing in the creator makes one choice stronger than another.

Staff menu and trader editor

Live

The F10 menu was redesigned and now holds the guard log viewer. Traders can be set up from it too: factions, categories and discounts.

Why: Staff should not need to edit files to fix a shop.

Trader shop and car scrapping

Live

A cleaner trader shop, and a mini-game for scrapping cars into parts.

Why: Wrecks on the road should be worth stopping for.

Public download on 24 October

Being worked on

The next milestone. The server files go public on 24 October, with a countdown on the site and a Host your BS19 Server page if you want your own.

Straight answer: it's still an alpha, but it's ready for other people to run.

Tuning cameras and models

Being worked on

Going through the camera angles and models on all the new systems so they look and feel right.

Straight answer: it works, it just isn't polished yet.

Client crashes

Being worked on

Some players still crash, mostly around the map streaming in. We're collecting crash breadcrumbs and going through them one at a time.

Why it's on here: no feature matters if the game closes on you. This one comes before new content.

In-game testing of the remakes

Being worked on

Building, crafting, recycling, medical, the pass, backpacks and the pumps all landed close together. Now they need hours of real play to shake out the bugs and the balance.

Straight answer: that many remakes in a row means there are bugs we have not found yet. Reports help a lot.

More for vehicles

Being worked on

More models, more reasons to drive somewhere, and things to do with a car beyond getting from A to B.

Why now: the vehicle system itself is solid, it just needs content on top.

Zombie variety

Live

8 new infected models, each area with its own pool: police stations, hospitals, military bases, rural and urban. The oversized model is gone. Models credited to their authors on gta5-mods.

Why it mattered: a cop in a police station and a soldier on a base tell you where you are before the map does.

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.

Magazines, a scenario editor and claimable buildings

Being worked on

The next round of systems is on the bench: ammunition you pack into magazines by hand, a scenario editor for server owners, buildings you can claim and build in, look prompts, a tow rope and a darker world grade. None of it is in v1.1.0 and details may change. The In development page lists what is built, what is in testing and what is only planned.

Straight answer: no dates. It ships when it has been tested on a real server.

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.

Battle pass redesign

On the board

The battle pass gets a new layout and a clearer reward track.

Atlas improvements

On the board

Better map and atlas, easier to read and to find places on.

World car spawn spread

On the board

Cars spawn spread across the map instead of clumping in a few places.

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
F5Main menu
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.

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
Mission log with active contracts
ContractsYour mission log, tracked on the HUD
Wardrobe trader
WardrobeSet your look at a safe zone NPC
F1 server config console
F1Server owners tune zombies, loot, events and more from one console, no file editing.
In game

Moving footage from the live build.

FiveM server guides

Start with the part you actually need.

Practical introductions for server owners comparing frameworks, planning a zombie server, or looking for a standalone foundation.

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.

BS19 1.1.0 is outGet it