The Emrald dashboard is live — the tool that puts the gamemode in the hands of creators. On emrald.xyz, you create your project, plug in as many servers as you want, and shape your community your way — economy, permissions, groups, addons, everything is configured from the panel without writing a single line of code.

Each project comes with its own database (players, sanctions, whitelist, logs), a Simple mode for those who want to launch servers easily without complexity, and an Advanced mode for those who want more control over their update management.

The server hosting documentation is live at docs.emrald.xyz — it will guide you through the installation and creation of your projects. The SDK section of the documentation will be available soon: it will walk you through every feature the base ships with and make it easier to create weapons, vehicles, jobs, or custom scripts for your project.
Withdrawing money from an ATM stayed stuck indefinitely on the "DISPENSING CASH" screen and the cash never came out of the dispenser. It was a clock desync between the server and your client: the dispense timer never ticked down on your side. The withdrawal now runs normally — a few seconds of wait, the cash appears in the slot, you grab it with E.
Dropping a stack of multiple burgers (or any stackable item) from your pocket showed "x1" on the pile on the ground instead of the real quantity, and picking the pile back up into your pocket only gave you one item back. On top of that, eating a burger from a ground stack didn't decrement the counter — you could help yourself indefinitely.

Now:
- The pile on the ground shows the real quantity ("x5" if you dropped 5 burgers).
- Picking the pile back up into your pocket gives back exactly what you dropped.
- Eating an item properly decrements the stack down to 0, and the pile disappears once empty.
On the mayor PC, clicks were missing the buttons: the mouse appeared, the cursor moved, but no button reacted. It was a mismatch between the rendered camera (zoomed on the screen) and the camera used to calculate where the cursor "aims" — you clicked one spot, the ray fired from somewhere else. The camera is now locked onto the workstation during interaction, and every click lands right on the button under the cursor.

The terminal now closes automatically if you die in front of it or lose the mayor role mid-session, instead of staying stuck on screen.
When you're sitting on a chair or a couch, a new hint in the bottom-right of the HUD reminds you which key to press to stand up. On top of that, aiming at another chair while you're already seated no longer shows the "Sit" tooltip (which was misleading, since you couldn't switch seats anyway without standing up first).
When an admin slayed you (or you died from a huge hit), the red damage overlay stayed forever: it didn't clear on respawn, and it didn't clear after a heal. Cause: the overlay's internal counter had no cap, so a slay (99999 damage) pushed it so high it would have taken hours to come back down. The counter is now capped, and a respawn clears the overlay instantly.
The wardrobe and the spawn menu no longer dump everything floating around on the s&box workshop — no more absurd props, no more buggy packages that lag the game, no more clothes that don't fit the gameplay. We pick the items players see ourselves and sort them into as many categories as we want (🚗 Vehicles, 🪑 Furniture, 🎩 Hats…) with the right emoji. Result: less scrolling, less lag, and a clean menu where you actually find what you're looking for.
A new illegal job lands in town: the Hitman. Aim at one, a prompt appears above their head; middle-click opens the menu where you pick the target and the price between $500 and $50,000.

On the hitman's side, the request shows up on screen with the target's avatar, job, name, and price — you have 15 seconds to accept or refuse, otherwise the client is refunded. Once accepted, you have 10 minutes to kill the target. The target isn't warned: no marker, no icon, it's up to you to track them down discreetly. The contract is canceled and the client refunded if the target dies from anything else, if you die, if either of you leaves the server, or if the timer runs out.
Another job joins the city: the Banker. No new magical mechanics under the hood — it's 100% roleplay-driven, built on top of the systems already in place (props, doors, lockpicks). Citizens come deposit their printers in the bank vault, you take a commission on their earnings and hire bodyguards to defend the bank against heists. 2 slots max per server.
Need an admin (a player RDMing you, a blocking bug, stuck somewhere…)? Type /report reason in chat. A card with your avatar, RP name, job, and message appears in the top-left of every online admin's screen, with an alert sound. You're notified when an admin picks up your report and when they close it.
New Spectate mode for admins: detached TPS camera behind the observed player while your pawn stays where it is. Activable from the scoreboard or from a claimed admin report card. An overlay at the bottom of the screen shows the target's avatar, RP name, and job along with the instructions to exit spectator mode. Automatic exit if the target dies or disconnects.
Devblog 0.2.0
0.2.0
27 May 2026
🎁 Added
  • - Emrald dashboard (emrald.xyz) opened to creators: projects, environments (production / staging / development), servers, variables, permissions, groups, and addons all configurable from the browser, no coding required.
  • - Per-project database (players, sanctions, whitelist, logs).
  • - Addon system to customize your server, installable and uninstallable per environment on the fly.
  • - Server hosting documentation online at docs.emrald.xyz to guide you through the installation and creation of your projects.
  • - SDK documentation to create your own addons — coming very soon.
  • - New `Quantity` field on item definitions, to configure the stack size that appears when they're spawned (F4 purchase or spawn menu). For example, a pistol ammo pack is now explicitly defined as a stack of 30 rounds.
  • - Bottom-right HUD hint "Leave seat" displayed while sitting on a chair or couch.
  • - Hand-curated workshop catalog: you only see clean items in the wardrobe and the spawn menu, sorted into named categories with their emoji.
  • - NEW badge on items freshly added to the workshop catalog.
  • - New "Hitman" job (illegal, 2 slots max per server, base salary, starts with a USP and 90 pistol rounds).
  • - Contract system: aim at a hitman in town, middle-click to open the placement menu with target and price selection ($500 to $50,000).
  • - 15-second acceptance popup on the hitman's side (avatar, name, job, and price of the target) with alert sound; refusal or expiration refunds the client.
  • - 10-minute countdown on active contracts, visible to both the client and the hitman.
  • - Prompt "[middle-click] To place a hit" above hitmen ready to take a contract.
  • - New "Banker" job (legal, 2 slots max per server, base salary $150, 100% roleplay built on the existing systems — printer deposits in the vault, commissions, bodyguards against heists).
  • - Command `/report <reason>` to send a help request to online admins; 30-second cooldown between reports.
  • - Stack of report cards in the top-left of the screen for admins (perm `ManageReports`) with alert sound on each arrival.
  • - Three states on the card: available (green "Claim" CTA), taken by another admin (gray "Claimed by X" badge), taken by me (6-action grid + red "Close" CTA).
  • - 6 admin actions directly from the claimed card: Goto, Bring, Return, Freeze, Spectate, Kick.
  • - Admin Spectate mode (TPS): detached camera behind the target, the admin's pawn stays in place. Activable from a player's detailed view in the scoreboard or from a claimed report card.
  • - New `admin_spectate` permission (Admin category) required for Spectate mode. Action buttons on report cards are now individually grayed out based on perms (Goto, Bring, Freeze, Spectate, Kick each gated on their own perm).
  • - Bottom-center HUD overlay during Spectate with the target's avatar, RP name, job, and the instructions to exit spectator mode — style aligned with the arrest / death screens.
  • - Notifications for the reporter: "Report sent", "X is handling your report", "Your report was closed by X", and "ticket closed" if the admin leaves.
  • - New "Reports" category in the admin Logs tab (Global) to audit ticket sends / claims / closes.
🧼 Improved
  • - "Sit" tooltip on chairs hidden when the player is already seated elsewhere — no more false prompts on other seats during a sit session.
  • - Death screen now shows the respawn key icon (follows your rebind) instead of hardcoding "SPACEBAR".
  • - The wardrobe loads faster and no longer needs to scan the entire workshop on server start — it reads the curated catalog directly.
  • - Props and Entities tabs only show categories that contain at least one available item, with their emoji in front.
  • - "Downloading…" indicator shown when a workshop item is downloaded during a spawn from the spawn menu (already present for the wardrobe).
🪛 Fixed
  • - ATM cash withdrawal stuck on "DISPENSING CASH" indefinitely on dedicated servers — the clock used for the dispense timer is now synchronized between the server and your client.
  • - Item stack dropped to the ground from the pocket showed "x1" instead of the real quantity.
  • - Picking a ground stack back into the pocket only returned one item instead of the full stack.
  • - Eating an item from a ground stack didn't decrement the counter — the pile could be consumed in a loop.
  • - Clicks impossible on the mayor PC's buttons (the cursor moved but nothing reacted on click) — the camera used for the cursor hit-test is now aligned with the rendered camera.
  • - Mayor PC that stayed open if you died in front of it or lost the mayor role mid-session — the terminal now closes automatically in these cases.
  • - Red damage overlay that stayed visible forever after a slay (and didn't clear on respawn or after a heal) — the internal counter is now capped, and a respawn clears the overlay instantly.
  • - Spawning workshop entities (`type:sent`) that did nothing when a player or admin clicked an entity package — the package is now mounted on the fly and the primary prefab cloned just like for local definitions.
people
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