The beachfront avenue of Vice Roleplay at mid-morning — illustrated key art
The beachfront avenue of Vice Roleplay at night, glowing with neon — illustrated key art

welcome to the city of

Vice Roleplay

One city. One economy.
Everything earned.

An allow-list, player-driven GTA V roleplay city — where the economy actually breathes, crimes are cracked by real detective work, and every reputation you carry, from tycoon to surgeon to kingpin, is earned the hard way.

A PLAYER-RUN ECONOMYONE CITY · ONE HISTORYNEVER PAY-TO-WINALLOW-LIST ONLYGTA VI ON THE ROADMAP

the idea

Designed like a game,
not a script pack

Most roleplay servers are a stack of scripts bolted together. Vice Roleplay is built like a real game — one living city where everything connects. The market moves because players move it. The law catches up to you because someone actually did the work. The title you wear means something because the whole city watched you earn it. Nothing here happens in a vacuum, and nothing worth having comes for free.

why here, why nowhere else

What sets it apart

01

An Economy You Can Actually Move

Prices here aren't typed into a config file — they're set by real players buying and selling, every hour of every day. Corner a resource and the whole city feels the squeeze. Wealth is worth chasing because scarcity is real and the market never lies.

02

Earned, Not Claimed

Nobody just decides they're a surgeon or a lawyer in Vice Roleplay. The hardest titles sit behind real study and real practice, and winning a fight comes down to skill and preparation — never a stat you bought. Respect is something you show up for.

03

Police Who Investigate

Crimes aren't solved by chasing a flashing star. Every shot fired, every careless word, leaves something behind that only a trained eye can find. A patient detective will quietly build the case that ends you — long after you thought you'd gotten away clean.

04

Crime That Carries Weight

Run a family, hold territory, move product — but every war burns through what you've stockpiled, and every conviction bleeds the whole crew. The bigger you get, the more targets you wear. Empires here are built on nerve and lost to overreach.

05

A City That Remembers

One shared world with one long memory. Old evidence waits in the dark, rivalries simmer for weeks, and reputations follow you everywhere. The history of the city isn't written by the server — it's written by the people living in it.

what you don't notice

The city runs deeper than you think

You can only hold so much in your head while you play. The city keeps track of the rest. Underneath every drive, every conversation, every quiet night in, systems are quietly noticing the things you weren't thinking about — and later, they turn out to be the reason a story breaks. You won't see them working. You'll just live with what they leave behind.

Trace evidence

You drove across town with the window down — no hat, no mask. A single strand of hair settled into the seat behind you, and you'd forgotten it by the next block. A detective won't.

The market

A factory across the city went quiet last week. You never heard a word about it. You'll feel it tomorrow anyway — in the price of everything it used to make.

The cameras

You wore the same jacket to two different jobs, weeks apart. You never clocked the camera on either corner. It clocked you — both times — and it's still watching for the third.

Body & mind

You've been living on gas-station coffee and a few hours of sleep. Nobody's keeping score — except your own hands, which don't hold quite as steady as they did a week ago.

Cold cases

The shell casing you left on the pavement meant nothing to anyone — until the night you finally got booked, and an old case no one was working woke up with your name on it.

The street

Your reputation isn't a number on a screen. It's just what people say about you once you've left the room — and in this city, that travels a lot faster than you do.

whoever you choose to be

Choose your hustle

Seven of a hundred ways to live here. Every role plays inside the same economy, the same evidence systems, and the same consequences.

owns the supply chain

The Magnate

Win a scarce factory at auction and make it yours — lay out the production floor, wire the machines together, and turn raw material into the goods the whole city runs on. Your inputs come from real farmers and miners, never thin air.

  • Design your own production floor
  • Own a place rivals can't get
  • Hire a real crew to run it
See the system
The morning harbor market of Vice Roleplay — illustrated key art

follow the money

A market players run

A crate of tradable goods

The economy is the real main character of Vice Roleplay. Prices aren't decided by the server — they're discovered, trade by trade, by thousands of real players. Goods travel a living supply chain where every link is a person with their own angle, and the server only ever steps in as a deliberately bad deal, right out in the open. Read the city right and you don't just get rich — you move it.

Central Market

Live prices, discovered by real player trades

Live
OPEN ORDERS
YOUR LEDGER
STEEL ▲
Premium Wheat$320+7.2%
Iron Ore$505-4.1%
Steel Ingot$870+10.0%
Microchips$2,140+1.8%
Fertilizer$96-2.3%
WAREHOUSE CAPACITY72%

No NPC buyers propping up the board, no prices pulled from a config file. What you see is what the city is actually paying — right now.

Prices Come From People

Every number on the board is the sum of what players are actually paying. When supply tightens, the whole city feels it — and the trader who saw it coming gets paid before anyone else catches on.

A Real Supply Chain

Nothing spawns from thin air. Raw materials, finished goods, and the trucks that haul them all pass through real hands — which means anything moving across the city is something someone else might be tempted to take.

Trade in the Open

A transparent market with live prices and real history, where you name your own number and the city decides if you were right. No NPC propping up the board, no hidden hand on the scale.

Money That Holds Its Value

The whole economy is engineered to stay sane for the long haul, so the fortune you build doesn't quietly evaporate. Get rich here and it actually counts.

A player-owned factory production floor in Vice Roleplay — illustrated key art

from the ground up

The factory floor is yours

A factory blueprint tablet

Behind every product in the city is a factory floor — and someone owns it. Win one of the city's scarce industrial sites and it's yours to build: lay out the production line, wire the machines together, hunt down the bottleneck, and bring on a real crew to keep it running. You're the link that turns raw material into everything the city actually uses, and the city can't run without you.

Win Your Floor

Industrial sites are rare and fought over. Land one and you own a real place on the map — a name, an address, an engine of production that's yours to grow into an empire.

Design the Line

Your factory isn't a menu, it's a canvas. Place the machines, route the materials, and tune the flow until it hums. Smoothing out a bottleneck is its own quiet kind of satisfaction.

Built on Real Supply

A factory makes nothing on its own — it runs on what farmers grow and miners dig. Your fortunes are tied to theirs, and a reliable supplier is worth more than gold.

Run a Crew

The best operations were never solo. Hire real players, give them a role on the floor, and turn your site into a workplace. Industry in this city is a team sport.

A neon-lit row of player-owned storefronts in Vice Roleplay — illustrated key art

open for business

Your name on the door

A banded stack of cash

Stake your claim on a storefront and run a real business in a living city. A restaurant, a corner store, a dealership, a jeweler, a nightclub — whatever you open, it's yours to make work: stock the shelves, set your prices, out-hustle the shop across the street, and put your name on a place the whole city actually visits. There's no autopilot. A business is only ever as good as the owner standing behind the counter.

Open Your Doors

From a round-the-clock corner store to a high-end jeweler or a packed restaurant, the city's storefronts are yours to own and run. Pick your lane and build a name people come back for.

Out-Hustle the Block

The shop down the street wants the same customers you do. Stock smarter, price sharper, market harder — the owner who shows up wins, and the absentee one gets buried.

Stock It Yourself

Your shelves don't fill themselves. You source what you sell from the wider economy, which quietly ties your storefront to every farmer, factory, and trader in the city.

A Name on the Street

Your venue becomes part of the city's daily life — a place people meet, spend, and remember. Build something with a reputation that outlasts a single good night.

Golden-hour farmland on the city outskirts — illustrated key art

live well, play better

Living here is the game

A basket of fresh harvest

Vice Roleplay treats simply living in the city as the game. Pick a trade and there's a real ladder to climb. Chase a hard title and there's a real school that makes you earn it — one that teaches you genuine law, medicine, or chemistry along the way. And the city quietly rewards a balanced life: eat well, get some rest, spend time with your crew, and you genuinely play better. No bars to babysit, no grind to suffer through — just a life worth living.

Every Job Is a Career

From your first day in the fields to running the whole operation, trades come with real ladders and real craft. The work feels like work — and what you do feeds the rest of the city.

Live Well, Play Better

A hot meal, a good night's sleep, a night out with friends — they all quietly make you sharper. Your everyday life carries real weight, felt through the world around you, never a stat bar to manage.

Built Against the Grind

The city rewards playing broadly over tunneling one money loop for hours. Try something new and it pays off. Mix up your days and you thrive. Burnout is the one thing here that was never the meta.

The sunlit campus of the University of Vice City — illustrated key art

earned, not claimed

A degree the city respects

A graduation cap on a stack of textbooks

The hardest professions in the city aren't handed out — they're earned at the University of Vice City. Attorneys, surgeons, forensic analysts and more sit behind real classes, real labs, and real exams, taught with material that actually covers the fundamentals: legal reasoning, chemistry, medicine. The principle is simple — earned, not claimed. When someone here tells you their title, the whole city knows what it cost.

Real Classes, Real Exams

Enroll, sit the lectures, run the labs, pass the exams. The road to a hard title is a genuine course of study — never a license you buy off a menu.

Knowledge That Sticks

The coursework teaches the actual fundamentals of law, medicine, and chemistry — understanding that stays with you long after you log off, not trivia you forget the moment the prompt closes.

A Title the City Respects

Nobody here just calls themselves a lawyer or a surgeon. Because everyone knows what the degree took, the title carries real weight the moment you claim it.

Your Degree Feeds the City

A trained surgeon keeps crews alive. A sharp attorney swings verdicts. A forensic analyst cracks cold cases. What you learn doesn't stay on campus — it plugs straight into the systems the whole city runs on.

A cordoned crime scene in an art-deco lobby — illustrated key art

the city never forgets

Evidence never sleeps

A forensic evidence kit

Law and order in Vice Roleplay is a real cat-and-mouse. Crimes aren't solved by chasing a flashing star — they're solved by detectives who read the scene, collect what nobody else can see, and build a case that holds up. Every shot fired, every word spoken without a mask, leaves a trace. The careful criminal covers their tracks; the sharp investigator finds the one they missed. Intelligence wins on both sides of the badge.

100:00

Shots fired

A gun goes off. From that second, the shooter is carrying residue they can't see, shell casings are on the pavement, and a camera down the block quietly logs a jacket, a height, a mask.

2MINUTES LATER

Scene secured

Forensic officers move fast — casings, prints, a trace of DNA — racing the clock before the scene degrades to nothing. None of it was ever visible to an untrained eye.

3DAYS LATER

CCTV match

The suspect wears that same jacket past a camera and the profile lights up. A warrant clears — but only because the evidence genuinely backs it. Thin cases don't make it through.

4WEEKS LATER

Cold case cracks

Booked for the first time, the suspect finally enters the system — and matches a scene everyone had given up on. Two cases close at once, weeks apart.

5VERDICT

The whole crew pays

A conviction never stops at one player. Seized fortunes vanish, the family's grip slips, and a single leader's fall can pull the entire organization down with them.

Every Crime Leaves a Trace

Fire a weapon and you carry it with you. Linger at a scene and you leave a piece of yourself behind. None of it shows up on your screen — but a trained detective can find all of it.

Build the Case

No single clue convicts. Real investigation is the slow, satisfying work of fitting fragments together until the picture is undeniable — and no amount of sweet-talking gets a hollow case past a judge.

Cold Cases Crack

The evidence you leave behind doesn't expire. A scene that went cold can come roaring back the day you finally slip — and the ghosts of old jobs catch up with you all at once.

Cover Your Tracks — Or Don't

Stay careful and you stay a ghost: change your clothes, dodge the cameras, clean up after yourself. Get lazy, and you've handed the city a map that leads straight to your door.

A clandestine night bazaar under the overpass — illustrated key art

after dark

Crime is a supply chain

A briefcase of dirty money

After dark, the city belongs to its families. Build a crew from nothing, take the map square by square, and turn raw territory into income, product, and power. But every war is a real fight you have to show up for — and it burns through everything you've stockpiled. The bigger you get, the more targets you wear, and one bad conviction can bleed the whole organization. Empires here are built on nerve and lost to overreach.

the war map

One map, claimed in blood

The whole city becomes a strategic grid of capturable squares — 1×1 territory units and 2×2 strongholds with 30-minute capture timers. Families expand contiguously from the map's edge, budgeting 2 attack and 2 defense points per daily cycle.

  • Capture a Police Department and your turf gets harder to attack. Take the Federal Prison and your members serve 25% less time.
  • Every battle burns real inventory — and everything dropped on death is permanently deleted. Wars consume the economy that supplies them.
  • The more high-value holdings you own, the more often you can be attacked. Overextended empires get bled.
Aerial territory map of the city, divided into capturable squares
Attacking family Defending family

Take the Map

The whole city is contested ground, fought over block by block. Expand your turf, seize what produces, and fortify what you hold — every square you own is one a rival can't.

Wars That Cost

Territory is won in real fights your family has to physically win. The guns, armor, and gear you burn through are gone for good — so dominance can never simply be looted, only earned.

Dirty Money Is a Real Problem

The cash you pull in from the shadows is a physical thing to move, hide, and wash. Serious money has to be laundered — and laundering takes time, the right fronts, and the nerve to risk it all.

Power Cuts Both Ways

The more you hold, the more you're hunted — by rivals who want it and a law quietly building a file. One leader's fall can drag the whole family down with them.

the long game

Built on GTA V. Ready for GTA VI.

Vice Roleplay runs today on GTA V and FiveM — the most capable home for roleplay at this scale that exists right now. But the real asset was never the map; it's the design. Every system and rule that makes this city breathe is written down and platform-independent. The day GTA VI can host a world like this, we're bringing ours across — the economy, the systems, and the community that built them. We're not waiting on GTA VI to make something worth porting.

Today

GTA V on FiveM

The future

GTA VI — when RP multiplayer exists

asked all the time

Questions

What is Vice Roleplay?+

Vice Roleplay is an allow-list, economy-driven GTA V roleplay server built on FiveM. Instead of being assembled from off-the-shelf scripts, the whole city is designed as one connected game: a player-driven economy where prices come from real trades, forensic policing where crimes are solved by collecting evidence, persistent family territory wars, and professions you earn through real in-game education — all in a single shared world, played by a vetted community.

How do I get in?+

Vice Roleplay is allow-list only — every player is vetted before they ever spawn into the city, through a fully automated review process. It keeps the community curated and the world consistent: when you meet someone here, you know they cleared the same bar you did. No revolving door of tourists — just people who chose to be part of the city.

How is the economy different from other GTA RP servers?+

Most servers run on static, config-file prices. In Vice Roleplay, prices are discovered by real player trades and shift with genuine supply and demand — corner a resource and the whole city feels it. Goods travel a full player-run supply chain, from farmers and miners to player-owned factories, storefronts, and traders, and the economy is engineered to stay healthy over the long haul so the wealth you build actually holds its value.

Is Vice Roleplay pay-to-win?+

No. Skill-based play with no purchased advantages is a founding pillar: fights are won through preparation, positioning, and genuine skill, never stats you bought. The rarest items are made by players, not sold in a store, and the hardest titles take real, demonstrated effort to earn. Any membership perks stay firmly on the side of cosmetics and convenience — never power.

Will Vice Roleplay move to GTA VI?+

Yes — when a roleplay-capable multiplayer platform exists for GTA VI, Vice Roleplay is committed to porting. The server is built today on GTA V and FiveM, but its core asset is platform-independent: a complete design for the economy, forensics, territory warfare, and progression, ready to carry over to the new map along with the community.

Do professions really require studying?+

Yes. The hardest professions — attorney, surgeon, forensic analyst, and more — are earned at the University of Vice City through real classes, labs, and exams, with in-game material that teaches genuine fundamentals like legal reasoning, chemistry, and medicine. The principle is simple: earned, not claimed. When someone here tells you their title, everyone knows what it took to get it.

from the workshop

Dev blog

All posts →

Development updates are coming soon — the team posts progress on the economy, law enforcement, and territory systems here.