Hey all! First time posting, finally lol the grind was real!
Today I’m announcing QBCore onto the Roblox platform, which is super exciting for me. Ok, let’s take a step back — quick background since I’m guessing most of you have never heard of this: back in 2019 I built something called QBCore. It’s a Lua framework for GTA V roleplay servers (there’s a whole modding scene around GTA V called FiveM, kind of its own world). QBCore ended up becoming the framework most of those servers run on (10k+ servers). If you’ve never touched that scene, just think of it as the backend that powers a huge chunk of “GTA roleplay” content you might’ve seen on YouTube or Twitch — cops, robbers, jobs, courtrooms, all of it.
Think of it less as a game and more as the engine that runs underneath a game. If you wanted to build a serious roleplay city on Roblox — a place where players have jobs, own houses, drive cars, join factions, all that — you’d normally have to build every single piece of that yourself. Character saving, inventories, vehicles, all of it. This is that groundwork, already built, so people can build the fun stuff on top of it instead of starting from zero.
I never got into Roblox development before, though I’d heard about it quite a bit, so I decided to check it out recently and honestly, I’m pretty impressed. I see a lot of negativity and complaints on these forums, but overall the coding experience on the platform has been pretty good.
The city itself
I’m also building a full custom map to go with it, not reused assets. Big open world, split into real districts — downtown, nicer and rougher residential areas, a port, farmland, an airport — laid out so the map itself actually supports roleplay instead of just being scenery.
Some highlights
For people coming from a pure Roblox background, here’s a few things that are pretty standard in the FiveM roleplay world but might be new territory here.
Inventory is fully grid-based, so items actually take up space based on size/weight — no hoarding fifty guns in one pocket. There’s stacking and item durability too. Character data is fully persistent and survives restarts, and each player can run multiple characters, each with their own bank balance, job, appearance, vehicles, all of it kept separate.
There’s a real economy loop under all of it — jobs that pay, banking, an illegal money side for the black market stuff, and businesses players can actually own and run. Housing works the same way you’d expect from GTA roleplay: buy a place, furnish it, lock it, it’s yours. Same with vehicles — garages, keys, insurance-style loss and recovery, not “everyone drives everything forever.”
There’s also a phone system tying into all of it (dispatch calls, marketplace listings, messaging between players), a crafting system so raw materials become sellable goods, and admin/mod tooling that’s built in from day one instead of bolted on after the fact.
Individual items carry their own data: a specific gun has its own ammo count, attachments, serial number, even registration tied to whoever bought it. So if you hand your gun to someone else, it’s that gun, not a generic copy.
None of it’s locked behind anything, it’s just there as the foundation.
Free, open source, always. No paywall on the framework. Dig through the code, learn from it, take a snippet for your own project, whatever’s useful to you. And if you find something worth improving, contribute — I’d rather more eyes make this better than keep it closed off.
Down the line I’ll also offer private servers for people who don’t want to deal with development themselves. That’ll be a recurring monthly cost, but you get full control through an in-game admin panel (configs, permissions, all of it), and every server’s data is fully isolated, so no cross-progress or shared data between servers. More on that once it’s actually ready.
Where things stand
Still very much in progress, not dropping a finished thing today. Posting now for two reasons. First, people from the GTA roleplay side have been asking if something like this exists for Roblox, and I’d rather say something now than just show up one day out of nowhere. Second, I’ve spent years building this stuff for a completely different platform with its own rules, and Roblox has its own quirks I’m still learning — so I’d genuinely like to hear from people who actually build here about what a framework like this should or shouldn’t do.
One thing I want to be upfront about: to speed things up, some parts of this have gone through an AI-assisted conversion pass to help port logic over. I’m not treating that as done — I’ll be going back through those parts by hand to audit and clean them up properly. Wanted to flag that now rather than have it come up later.
I’ll keep posting updates as it gets closer to something usable. If you run or build roleplay stuff on Roblox and have thoughts, I’m all ears.
Thanks for reading.
Posted here for now under my personal account (will move at some point to the org and update link here): GitHub - GhzGarage/qbcore-roblox: QBCore for Roblox! · GitHub
Discord: QBCore
Preview Experience: QBCore RP | Play on Roblox