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.
35detections across 5 groups
Sculk is a server-side FiveM anticheat that turns every detection into a case your staff can read and defend: what fired, the evidence behind it, and what happened next. Start in observation mode. Every check runs, and no automatic kick or ban lands until you have seen what it would have done.
Sculk FiveM is designed to make the important context available when staff need it: what happened, which policy applied, and what happened next.
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.
35detections across 5 groups
Group unusual spawns, destructive actions, and ownership changes into one case so staff can understand the sequence before deciding what to do next.
44detections across 4 groups
Surface impossible state changes, aim anomalies, and movement conflicts beside their surrounding server context instead of judging a player from one isolated sample.
50detections across 4 groups
Track client integrity, evasion attempts and external tooling so tampering becomes reviewable evidence rather than a silent blind spot.
14detections across 3 groups
One plan, two ways to pay: the elite detections, the dashboard, the in-game panel and priority support either way. Every paid licence carries a 14-day money-back guarantee, and observation mode lets you watch every check on your own traffic before anything is enforced.
fivem-monthly
Full anticheat protection for your FiveM server.
$24.99 AUDper month, renews automatically
fivem-yearly
The same protection, twelve months for the price of four.
$99.90 AUDper year, renews automatically — save 66%
Secure checkout by Stripe · Cards, Apple Pay, and Google Pay accepted
Your licence key and the Sculk FiveM resource download, issued instantly on screen and saved to your account, plus the setup guides and priority support. Add the resource to your server, enter your key, and start in observation mode.
Server-side. It watches protected events, entity and world changes, resource trust, and player state on the server, and turns exceptions into staff-reviewable incidents. Players install nothing.
It is built so a pattern cannot ban anyone. Every detection carries a confidence class that caps what it may do: statistical patterns stop at a warning, signals that rest on something the client claimed or on a rule you wrote stop at a kick, and only an impossible state the server itself observed can ban. Client-side checks stop at a warning unless you opt in. On top of that, observation mode (set sculk_observe true) holds every automatic kick and ban and reports it as "would kick" or "would ban", so you see its verdicts on your real players before any of them land. Any detection that is wrong for your server can be set to Log from the dashboard.
It is built to sit near zero at rest: polling checks sleep, event-driven checks cost only a handler, and the panel refreshes only while someone has it open. If it does show up in resmon, the cause is almost always the entity firewall, a zone with a very large radius, or debug mode left on. Run it in observation mode first and watch resmon before you enforce anything.
Yes. Sculk has no framework dependency: its checks read engine state and game events such as entities, explosions, movement, weapons and health, which are the same under ESX, QBCore, QBox, vRP and custom stacks. The one framework-aware check watches the money shape ESX and QBCore expose. Your own server events are yours to harden, and the framework guide lists the hot spots to check first on ESX and QBCore.
Check before you buy: the detection catalogue is public, and every entry says whether it runs on the server, the client or both. Once installed, the sculk detections console command lists every check, the action it will actually take, and anything catalogued with no implementation behind it. Some things no FiveM resource can see, including external overlays, DMA memory readers and attached debuggers, and Sculk does not claim to. If it doesn't work for your server, the money-back guarantee below applies.
Keep it. Run Sculk beside it in observation mode for at least a week: every Sculk check runs and reports, but no automatic kick or ban lands, so the two can't fight and you can compare what each one sees on your real traffic. When you're ready, the migration guide covers ban-list export, policy mapping and a clean cutover.
Sculk is an ordinary server resource, and it follows the Cfx.re rule that matters most for an anticheat: global ban lists are a disallowed resource type. Bans shared by other Sculk servers reach you as a review signal naming the detection and its evidence, never as a ban, and no setting makes them enforce automatically. A player is only banned on your server when your own detections or your own staff decide so.
Every licence carries a 14-day money-back guarantee, and observation mode runs every check and reports what it sees without kicking or banning anyone, so you can judge Sculk on your own traffic before you let it enforce.
Yes. Staff holding the sculk.admin ACE open /sculkpanel in game for the roster, live detections, bans and zones, and can warn, kick, ban, capture a screen, spectate, teleport or run bulk tools from there. Every action goes through the same pipeline as the dashboard, so it is recorded and synced identically; detection toggles made in game apply for the session, because the dashboard stays the source of truth.
Yes — a 14-day money-back guarantee. If Sculk doesn't work for your server, tell us within 14 days for a full refund, on top of your rights under the Australian Consumer Law. Open a billing ticket with your order id.
Something else? All questions and tickets live on the support page.
Tell us how your FiveM community handles staff review, protected events, and risky world actions. The right anti-cheat setup starts there.