The DarkRP you remember, rebuilt from the ground up.

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⚠️ Heads up: SBoxRP is in active development. Systems land, break, and get rewritten week to week, and a lot of what is described below is still being built. If you want a finished game, favourite the page and come back later. If you want to shape one, you are exactly who we are building this for.

💰 What it is


A roleplay city where money is the whole point.

Every profession sits on a supply chain with a legal track and a dirty one. Sell through a register and the money is clean, counted, and taxed. Sell hand to hand for cash and it is anonymous, right up until you try to put it in the bank and cannot explain where it came from. Laundering is the bridge between the two, and it is supposed to cost you.

Money is only the engine. The point is power. Organizations pool a treasury, buy up buildings, take rent from the doors and a cut from the registers inside them, and fight each other for a monopoly over the city. A season ends, the leaderboard is written, the world wipes, and the next one starts.

And everything you do leaves something behind. Fingerprints on the handle. Blood on the floor. A register with an enormous turnover and no customers ever walking in. Police here are players with an evidence trail to follow, not a team that camps your spawn.

🏛️ Three pillars


Economy — clean and dirty money, cash registers, banking, progressive tax, counterfeiting, laundering
Power — organizations, property, rent, seasons, monopoly, wipe
Consequences — forensic traces that fade, a world event log, and police who can actually work a case

🎮 In the build right now


  • Jobs — a job center terminal, salaries paid straight into your account, auto-issued uniforms, and police gear checked out of an armory cabinet
  • Money — physical bills by denomination, bank accounts, ATMs, and a city treasury that collects the tax
  • Cash registers — sell for cash or straight off the buyer's bank account, with a progressive tax on your own turnover rather than a flat cut
  • Counterfeiting — money printers whose output quality decides whether the bank catches it, and a bank that checks both whether a bill is real and whether you can explain it
  • Police — patrol tools, ID dossiers, consent frisk, handcuffs, escort, and jail cells run from a guard-room control terminal
  • Forensics — fingerprints on doors, containers and weapons, blood pools, a multi-mode UV scanner, and crime scene cordons that freeze evidence decay
  • Doors — ownable, rentable, lockable, and pickable with a lockpicking minigame
  • Combat — pistols, SMGs, rifles, shotgun, sniper, RPG, grenades, melee, and glass that stays broken
  • Crafting — a workbench, blueprints, and cases
  • Building — physgun, toolgun, and paid prop spawning from a curated catalog
  • Surveillance — CCTV cameras you deploy, cable up, aim, and watch on live monitors
  • Comms — proximity voice, handheld radio, chat channels, private messages and groups
  • Inventory — belt and pockets, equipment slots, weapons visible on your body when holstered, world containers, and corpses that keep what they were carrying
  • Organizations — found one, pool a treasury, set member allowances, get your own chat channel

🔜 What comes next


  • The dual economy end to end — a white-income ledger, laundering through your own register, and a bank that gets progressively less friendly the less you can explain
  • Buildings as power — an org buys a block, sets the rent and its cut, and the city taxes it right back
  • Seasons — an org score, a leaderboard, a winner, and a wipe
  • More professions, deeper supply chains, and more reasons to want what other people have

⌨️ Controls


E — use, hold for the action wheel
Q — menu
TAB — inventory and scoreboard
1-0 — belt slots (Mouse4 / Mouse5 to cycle)
C — third person
G — drop
F — flashlight
V — voice
Enter — chat
Middle mouse — emote
Z / X — remove prop / undo

💬 Come build it with us


Tell us what is broken, what is boring, and what you want next. We are small, we read everything, and the roadmap is not sacred, the loudest good idea usually wins.