GTA V on FiveM

Closed beta

The server calls the shot, not the client

Standalone FiveM. No roleplay framework, no economy, no jobs. You spawn into a hub, pick a fight from a menu, and every match runs in a world of its own.

Closed beta means the build is complete and the door is not open to everybody yet. There is no launch date for the same reason there is no countdown: it opens when it is genuinely ready, and Discord hears it first.

Modes and drills
23
Arenas
11
Destinations
41
Game build
3095

The part almost nobody else does

Authorize, then observe

Most combat servers either trust what the client says about damage, or try to recompute the game’s damage arithmetic themselves. The first is cheatable in one line. The second produces a validator that is wrong at the edges, and a validator that is wrong at the edges kicks real players. SKIRM splits the job so each half is authoritative over what it can actually know.

Authorization

Every shot raises a damage event, and the server answers a yes or no question it can answer perfectly. Is this attacker in this arena, alive, holding a weapon the server granted, firing no faster than that weapon can, at a victim in the same arena who is not spawn-protected, not a teammate, and within range? A refused event is never relayed, so the damage happens nowhere.

Accounting

Health is then read server-side and never predicted. The server sees the true health whatever the client believes, and it decides who died and who gets the kill.

A client cannot claim a kill

It cannot deny one either, or hand one to a friend. Attribution is entirely server-side.

Godmode is a signal

Damage that was authorised, landed, and did not move the health the server reads back is exactly the shape the anti-cheat looks for.

Ranked has a ping gate

There is no lag compensation on this platform, so the only honest levers are refusing the match and matching regionally. Casual still takes a 200ms player. A ranked series does not.

Paintball is structurally immune to desync

Its arena runs fully scripted. No GTA damage is ever applied, so armour, body multipliers and a lying client are all irrelevant. One hit is one elimination.

How a session works

Connect, queue, fight, repeat

There is no character to make first, no job to take, and nothing to earn before you are allowed to shoot. You land on a roof with a menu on it.

  1. Connect

    A branded loading screen that comes down when you are actually placed in the world, not several seconds earlier.

  2. The hub

    The Maze Bank roof. A six-tab lobby menu and no combat anywhere on it.

  3. Queue

    You wait in a pen standing on the map you are about to play, with everyone else queued for it. Nobody can shoot in there.

  4. Your own world

    The match forms and you all leave together, onto the map you were standing on. Weather and time are frozen at midday and clear.

  5. Back to the hub

    Or straight into the shared open world instead, which is a first-class mode rather than a lobby with the rules switched off.

The lobby menu, six tabs

Play
Enter the world, the busiest redzone, then PVP, PVE and aim training. Empty groups are not drawn.
Places
Every destination in the world on one screen, one click each.
Armory
Saved loadouts, your weapon record, and your weapon favourites.
Ranks
Leaderboards, per mode and global.
Profile
Your record, including PVE personal bests.
Settings
Every preference, read and written by the resource that owns it.

There is no close button. K toggles the menu and ESC opens the rules page over the top of it.

Leaving a match is /forfeit or /leavematch, confirmed by repeating it. That costs a queue cooldown, two minutes casual and ten ranked, keyed to your account rather than your session. A ranked forfeit is a full loss.

Progression

Two ladders, never mixed

Levels come from playing anything. ELO comes from ranked only, so a bad night in Free For All cannot cost you a rating and a good one cannot buy you one.

Level

How long have you been here

It accrues from matches, PVE runs, aim drills and time on the server. XP comes from kills, headshots, assists, round wins, match wins, matches played and minutes played, with a per-session cap on the playtime part.

None of it can be farmed alone. A kill needs a victim, a round win needs opponents.

ELO

How good are you at the thing we rate

It moves on ranked match results and nothing else, so a bad night in Free For All cannot cost you a rating and a good one in a casual lobby cannot buy you one.

There is a floor, so a losing streak cannot produce a number you have no way to climb out of.

A player can be max level and unranked, or a fresh account and the best duellist on the server. The two boards answer different questions on purpose.

Level roles in Discord

RoleAt levelRoughly
Rookie52 hours
Regular1510 hours
Veteran3027 hours
Elite5055 hours
Apex75100 hours

Ranked roles in Discord

RoleAt ELO
Contender1300
Gladiator1600
Champion1900

Both ladders are reconciled against Discord automatically. Nothing is stored to go stale, and a role deleted by hand comes back. Ranked roles demote as well as promote, with a band around each boundary so nobody flaps on it, and none of them apply until you have played your placement matches.

5 daily and 4 weekly challenges

Drawn from what the server already counts, so nothing has to be tracked twice.

  • Kills
  • Headshots
  • Matches played
  • Wins
  • Damage dealt
  • Ranked matches
  • Kill streak

Live progress on /challenges. A reset changes the period key rather than wiping a row, so your history survives it.

Leaderboards

Per mode and global, cached. Every stat is written twice, once for the mode and once into a global row, so a global board is a single indexed read rather than a scan.

Accuracy is displayed and never ranks anything
Shots fired can only come from the client, so accuracy is shown on your profile and gates, ranks and rewards nothing.
The headshot flag drives the killfeed, not the ladder
It is client-influenced, so it decides an icon and a stat readout and is kept out of anything that decides a rating.

Your setup

Tuned to you, fair to everyone

Everything that affects how the game feels is a preference. Nothing that affects who wins is one, and nothing that affects who wins is for sale.

A HUD built for this, not GTA

Vitals, armour, killfeed, match state, scoreboard, objective panel, announcements, level and XP bar. It replaces the GTA HUD wholesale, scales properly at 1440p and 4K, and everything on it is scoped to your own world.

Crosshair editor

Style, colour, arm length, thickness, centre gap, opacity, outline, centre dot, and whether it hides while you are aiming. Drawn as vector, so it is sharp at any resolution.

Loadout editor

Saved slots of up to three weapons each, named, with per-weapon attachments and favourites. Every slot is validated against the mode you spawn into, so nothing you save can arm you with something that mode would not have granted.

Character creator

Full appearance customisation, saved to your account rather than your machine.

Your own weather and time

Fifteen presets plus separate weather, time and colour grade axes. Yours only, broadcast to nobody, and refused inside a match because rain and fog cut sight lines by an amount nobody agreed to.

Radio, on foot as well

Next, previous, off, a full station browser, and a default station applied to every car you drive.

Streamer mode

Hides the server IP, player ids and licenses, mutes copyrighted radio, optionally hides other players’ names, and strips Discord rich presence down to a bare line.

Settings live on your account

A reinstall or a cache clear does not lose your crosshair. Every key is rebindable in the FiveM key bindings, and the full list is on the in-game rules page.

Default keys

K
Menu, lobby or world
ESC
Rules, commands and links
Z
Hold for the scoreboard
T
Chat
SPACE
Respawn
E
Health
Y
Armour
F2
Weather and time
F7
Loadout editor
ALT
Hold for nearby names, outside combat
X
Radio browser

Every one of these is a default and every one is rebindable. The scoreboard is on Z rather than Tab, because fighting the weapon wheel breaks weapon switching.

Under it

The technical facts

Useful if you have run a server, and reassuring if you have played on one that could not hold a match together.

Framework
Standalone. No ESX, no QBCore, no bridge
Server
One FXServer process, OneSync Infinity
Game build
3095
Isolation
A routing bucket per match, drill, PVE run, custom lobby and rental
Concurrency
200 to 300, because the game loop is single-threaded
Database
MySQL or MariaDB, with no schema to import

Deployment is automated from GitHub over SFTP with per-resource reloads, so shipping a fix does not drop everybody mid-match.

Roadmap

Designed, not shipped

None of this is described anywhere else on the site as a feature, and that is the point of the page. Naming the gap is worth more than a paragraph that quietly implies it is closed.

Not built yetWhere it actually stands
Gang worldsA gang buying a private copy of the open world. Every piece exists. The join path and the ownership check do not.
Double-elimination bracketsSingle elimination only. The tournament tool refuses any other format outright rather than running a single-elim series under a label that promises losers a second chance.
Ranked seasonsRanked roles read lifetime rating and lifetime ranked matches. There is no season reset yet, so nothing has ever been wiped.
Gang roster management in gameGang rows are added by hand today, and buying a gang is one automatic step and four manual ones across three systems.
A role and entitlement bridgeDiscord roles and Tebex entitlements are two delivery chains with nothing joining them. Each product is wired to exactly one, deliberately, until there is something safe to join them with.
Self-service redeem/redeem exists and reports itself unavailable until the Tebex package map is filled in.
skirm.me profilesThe domain redirects to the profiles page today. What is missing is the profile itself, and it is the next thing on this list to land.
Custom arena mapsEvery arena is a real GTA location. Purpose-built arena maps are separate work and are not shipped.
Social emotesNot ported from the predecessor.
A weapon components menuAttachments exist and are edited in the loadout editor. There is no menu that modifies a weapon you are already holding.

Closed beta

Invites are handed out in Discord

There is no application form and no queue to buy your way past. Join, say hello, and you get told when the door opens.