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FiveM

SCULK / FIVEM EDITION

See the whole incident. Protect the whole server.

Sculk FiveM brings server-side event policy, entity integrity, resource trust, and player-state signals into a single staff-ready incident trail. It is built for decisions you can inspect, not unexplained automatic punishments.

SCOPE
Server side
MODEL
Policy first
OUTPUT
Staff cases

WORKS AT THE EVENT LAYER OF ANY FRAMEWORK · ESX & QBCORE ARE THE REFERENCE TEST ENVIRONMENTS · PLAYERS INSTALL NOTHING

PROTECTION MODEL

One server, many attack surfaces. One readable record.

Sculk FiveM is designed to make the important context available when staff need it: what happened, which policy applied, and what happened next.

01 / EVENT BOUNDARY

Make every server event accountable.

Watch privileged event calls at the boundary, compare payloads to the policy you set, and leave staff with a readable trail when a request falls outside it.

  • Protected server events
  • Payload shape policy
  • Permission context

02 / WORLD INTEGRITY

Treat entity abuse as an incident, not background noise.

Group unusual spawns, destructive actions, and ownership changes into one case so staff can understand the sequence before deciding what to do next.

  • Entity ownership
  • Spawn patterns
  • Destructive actions

03 / PLAYER STATE

Read movement and combat as connected signals.

Surface impossible state changes, aim anomalies, and movement conflicts beside their surrounding server context instead of judging a player from one isolated sample.

  • State transitions
  • Movement context
  • Aim review cues

04 / RESOURCE TRUST

Know when the client and server disagree.

Track resource readiness and protected flow expectations so tampering attempts become reviewable evidence rather than silent blind spots.

  • Resource readiness
  • Protected flows
  • Integrity exceptions

CHECK SURFACES

Give staff signals they can act on.

The FiveM edition is a model of coverage, not a promise of invisible magic. These are the places your configuration can define normal behavior and escalate the exceptions.

EVENT

POLICY SET

Event and native policy

Expected call paths, authority checks, and payload rules at the places your server makes consequential decisions.

  • Money and inventory events
  • Role-sensitive actions
  • Resource-owned endpoints
  • Abnormal native usage

WORLD

POLICY SET

Entity and world control

Context around spawned objects, vehicles, peds, explosions, and other world changes that need an owner and a reason.

  • Entity ownership changes
  • Spawn sequence anomalies
  • Explosion context
  • Vehicle state conflicts

STATE

POLICY SET

Player-state review

Movement, weapons, health, and targeting cues presented as a staff decision aid, not a black-box verdict.

  • Impossible state changes
  • Movement conflicts
  • Weapon state anomalies
  • Aim and damage context

TRY THE MODEL

Sit in the reviewer's chair for a minute.

Three example cases, one per check surface. Read the evidence the way your staff would, then reveal the call. This is a concept preview with example data — the honest version of a "live demo" for a product still in early access.

INCIDENT QUEUE · CONCEPT PREVIEW

EXAMPLE DATA — ILLUSTRATES THE REVIEW MODEL, NOT LIVE PRODUCT OUTPUT

EVENTbank:withdraw outside policy

POLICY: amount 1..10,000 · requires open session · max 6/min

Observe

bank:withdraw for 250,000 — 25× the payload ceiling, no open bank session in the last 5 minutes.

Correlate

Same client fired shop:buy 41 times in the prior minute. Both events attach to one case.

Contain

Policy for money events is BLOCK after observation — the withdrawal never executes.

Review

Case lands in the staff queue with payloads, sequence, and rate context attached.

STAFF DECISION

Read the timeline, then make the call the way your staff would. The point of the model: by the time a human decides, the evidence is already assembled.

EARLY ACCESS

Founding licences, honestly priced.

Buy now and you get a founding licence key instantly at a locked price, the rollout guides, and priority support. The FiveM build itself ships to licence holders when the early-access rollout opens — that part is still in development, and we say so.

Every protection capability is in both tiers. Network adds scale — more servers, shared policy, cross-server review — never safety. We don't sell better detection to bigger wallets.

MOST SERVERS START HERE

Sculk FiveM Server

Founding licence for a single FiveM server.

$24.99 AUDper server, one-time — early access

  • Founding licence, priced for early access
  • Server-side event policy engine
  • Entity & world integrity incidents
  • Player-state review signals
  • Staff incident timeline
  • Early-access build delivered on rollout
  • Priority support during early access
Get early access

Sculk FiveM Network

One founding licence across your communities.

$59.99 AUDper network, one-time — early access

  • Everything in FiveM Server
  • Unlimited servers in one network
  • Shared policy model across servers
  • Cross-server incident review
  • Rollout planning session with the team
Get network access
01

Buy once

Your founding key is issued instantly — on screen, by email, and in your account.

02

Prepare

Use the rollout guides and priority support to get policy and staff workflow ready.

03

Activate

When the build ships you're emailed first. The same key activates it. Nothing to buy again.

EARLY ACCESS DISCLOSURE: the licence key is issued immediately; the FiveM build is delivered when the rollout ships, with no published date. Founding keys activate the build at no further cost. Full refund any time before your build ships — no questions asked. Not ready for that? Wait for the public release — no hard feelings.

ROADMAP

Where early access is going.

No dates — dates we can't stand behind are marketing, not a roadmap. This is the order of operations, and founding licence holders are emailed at every step.

  1. NOW

    Founding access

    Founding licences on sale, rollout guides published, policy support open. Everything sold today is described on this page — nothing more.

  2. NEXT

    Build delivery

    The server-side build ships to founding licence holders in observation mode: incidents stream, nothing punishes, staff validate policy on real traffic.

  3. THEN

    Containment

    Block / flag / review-first enforcement per policy, ban-identifier import from your previous anticheat, and the staff incident queue hardened by feedback.

  4. RELEASE

    Public release

    Public pricing, network features across communities, and measured benchmark methodology published — the same numbers-or-nothing rule as our Minecraft edition.

DOCUMENTATION PATH

Set policy before turning on consequences.

A sensible anti-cheat rollout begins with what your staff can explain. The FiveM docs are organized around setup, observation, and review - then enforcement where you explicitly choose it.

Read the rollout guides
  1. 01

    Inventory sensitive actions

    List events, resources, roles, and world actions that deserve a policy.

  2. 02

    Start in observation

    Send exceptions to the incident stream and let staff validate the context.

  3. 03

    Set containment rules

    Choose which cases should be blocked, which should flag, and which require review.

  4. 04

    Review and refine

    Use case timelines to adjust policy with evidence instead of guessing.

FIVEM SUPPORT

Bring your server context. We'll help shape the policy.

Tell us how your FiveM community handles staff review, protected events, and risky world actions. The right anti-cheat setup starts there.