The Cfx.re monetization policy is short, clear, and fairly enforced. Following it isn't optional if you want a long-term server.
What you can sell
Priority queue, cosmetic items that don't affect gameplay, server-branded merchandise, and additional character slots above a baseline. Subscriptions framed around these items are fine.
What you can't sell
Anything that gives a gameplay advantage. In-game money that bypasses normal earning. Loot boxes with random in-game rewards. Vehicles that are unobtainable any other way. Power.
The mental model
If a free player can grind their way to the same outcome a paying player gets in 5 minutes, you are probably fine. If the paying player gets something the free player simply cannot have through play, you are probably violating the policy.
Pricing that works
Most servers price tiers at $5, $10, $25, $50, with the sweet spot around the middle two. Don't make the top tier a power fantasy. Make it a thank-you-for-supporting-us recognition tier with cosmetics.
Payment processing
Stripe and PayPal are the two reliable options. Tebex is the standard FiveM-aware platform — it handles delivery, refunds, and chargeback management. Don't run your own custom payment flow unless you have a reason; it is almost always more pain than it is worth.
Donations vs subscriptions
Subscriptions produce more reliable revenue and support better server planning. Pure donations work if your community is small and tight-knit, but they are hard to scale. Most servers settle on a hybrid: a subscription for priority queue, plus one-off cosmetic purchases.
Wrapping up
The servers that make money in FiveM are the ones whose players want them to make money — because the server is good. Monetization is a multiplier on community quality, not a substitute for it.
Written by
Sarah Chen
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