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Eldritch Horror

8 releases  ·  delivered to your Cfx.re account

The Last Bloom — Blooming Sky Organism

The Last Bloom — Blooming Sky Organism


▶ Watch the showcase video: https://youtu.be/8-Vjk-loZrc

The Last Bloom


A 122 m rooted organism hangs in the sky. Every 40 seconds it wakes up, blooms, stares into its own amber core - and dies again.

  • One 40-second life cycle, synced for every player: dormant -> awakening -> roots stretch -> the bloom -> the crown rises -> convergence -> dead still -> the light fails -> return.
  • 7 hand-shaped petals (carapace, talon, split families) open in a staggered order - one of them stalls halfway.
  • The amber core light dies unevenly (100 % -> 72 -> 88 -> 41 -> 55 -> 12 %) while shell plates close over it.
  • 5 skinned layers (roots, seed chamber, broken arches, petals, crown) - dark carapace outside, glowing veined inside.
  • Standalone - no framework needed (QBCore, Qbox, ESX or none).
  • Admin placement in game: /bloomplace, /bloomremove, /bloomshow, /bloomreset - saved, survives restarts.
  • Who is an admin is up to you in config.lua: ACE permissions and/or a list of identifiers (license, discord, fivem, steam).
  • Visible from anywhere (10 km spawn distance, LOD distance 9999) - per-frame work only within 1.5 km.
  • Everyone sees the same moment - the animation is synced to the network clock with zero network traffic.
  • Everything editable in one open file (config.lua): position, distances, speeds, tilt, light, fog, permissions, command names, texts.

Content: 5 model(s), 95,776 triangles, 20 textures. Standalone, escrow protected (config.lua open).


Delivered through your Cfx.re Keymaster (Granted Assets).

Eldritch Horror
£30.00
M2 Anomaly — Chrome Sky Anomaly

M2 Anomaly — Chrome Sky Anomaly


▶ Watch the showcase video: https://youtu.be/iZ2gLhQHPNQ

M2 Anomaly


A 70 m chrome anomaly: counter-rotating perforated shells, tumbling bead rings, liquid mercury and a breathing core.

  • 15 moving parts, each spinning and tumbling on its own axis - neighbouring rings turn in opposite directions.
  • Skinned liquid layers: the inner shell swells like mercury, ribbons wave, shards burst open and close, mercury streams split and merge.
  • Optional singularity (/m2singularity 0-1, admin): players and vehicles nearby are pulled toward the core, ragdoll, and are thrown out past the horizon.
  • Optional desaturation near the anomaly, per player (/m2desat).
  • Standalone - no framework needed (QBCore, Qbox, ESX or none).
  • Admin placement in game: /m2place, /m2remove, /m2show, /m2reset - saved, survives restarts.
  • Who is an admin is up to you in config.lua: ACE permissions and/or a list of identifiers (license, discord, fivem, steam).
  • Visible from anywhere (10 km spawn distance, LOD distance 9999) - per-frame work only within 1.5 km.
  • Everyone sees the same moment - the animation is synced to the network clock with zero network traffic.
  • Everything editable in one open file (config.lua): position, distances, speeds, tilt, light, fog, permissions, command names, texts.

Content: 15 model(s), 94,930 triangles, 7 textures. Standalone, escrow protected (config.lua open).


Delivered through your Cfx.re Keymaster (Granted Assets).

Eldritch Horror
£30.00
Alien Artifact — Hovering Lava Monolith

Alien Artifact — Hovering Lava Monolith


▶ Watch the showcase video: https://youtu.be/vhfTD_CfAHw

Alien Artifact


A 30 m obsidian mass hovering over the map, its surface slowly breathing with living lava cracks.

  • Living surface: rock and lava in one skinned model - the folds swell and settle in a 20 s loop, the glow always stays inside the cracks.
  • Hovers and turns slowly, lit from below by an orange light.
  • Ground fog ring (vanilla particles) under it - on by default, one line to turn off.
  • Standalone - no framework needed (QBCore, Qbox, ESX or none).
  • Admin placement in game: /artifactplace, /artifactremove, /artifactshow, /artifactreset - saved, survives restarts.
  • Who is an admin is up to you in config.lua: ACE permissions and/or a list of identifiers (license, discord, fivem, steam).
  • Visible from anywhere (10 km spawn distance, LOD distance 9999) - per-frame work only within 1.5 km.
  • Everyone sees the same moment - the animation is synced to the network clock with zero network traffic.
  • Everything editable in one open file (config.lua): position, distances, speeds, tilt, light, fog, permissions, command names, texts.

Content: 1 model(s), 61,440 triangles, 5 textures. Standalone, escrow protected (config.lua open).


Delivered through your Cfx.re Keymaster (Granted Assets).

Eldritch Horror
£30.00
Broken God Engine — Self-Devouring Machine

Broken God Engine — Self-Devouring Machine


▶ Watch the showcase video: https://youtu.be/Cc_8HgjyCtQ

Broken God Engine


A 55 m organic machine that devours itself: six layers turning against each other, a pearl plasma core - and once every 40 s the whole engine stops dead.

  • 40-second engine cycle: all layers slow to a halt, restart from the centre outward, and the whole structure snaps +15 degrees.
  • 6 skinned layers (core, inner ring, middle, outer, upper, lower) rotating in opposite directions.
  • Petals eat their neighbours - pieces are pulled in and regrow during the cycle.
  • Standalone - no framework needed (QBCore, Qbox, ESX or none).
  • Admin placement in game: /bgeplace, /bgeremove, /bgeshow, /bgereset - saved, survives restarts.
  • Who is an admin is up to you in config.lua: ACE permissions and/or a list of identifiers (license, discord, fivem, steam).
  • Visible from anywhere (10 km spawn distance, LOD distance 9999) - per-frame work only within 1.5 km.
  • Everyone sees the same moment - the animation is synced to the network clock with zero network traffic.
  • Everything editable in one open file (config.lua): position, distances, speeds, tilt, light, fog, permissions, command names, texts.

Content: 6 model(s), 221,564 triangles, 6 textures. Standalone, escrow protected (config.lua open).


Delivered through your Cfx.re Keymaster (Granted Assets).

Eldritch Horror
£30.00
The Impossible Wound — Tear in the Sky

The Impossible Wound — Tear in the Sky


▶ Watch the showcase video: https://youtu.be/xxmgf6SZRKY

The Impossible Wound


A 38 m tear in the sky that never closes. Every 40 seconds it is forced open, tears, pulls the world in - and blinks.

  • 40-second cycle: drift -> tension -> TEAR -> recoil -> the wrong pull -> dead silence -> THE BLINK -> staggered recovery.
  • 4 skinned layers: absolute-black void with a burning rim, torn crystal shards, peeling obsidian ribbons, 36 floating shell fragments.
  • Two ribbons snap and heal, one is eaten by the void and regrows.
  • Standalone - no framework needed (QBCore, Qbox, ESX or none).
  • Admin placement in game: /woundplace, /woundremove, /woundshow, /woundreset - saved, survives restarts.
  • Who is an admin is up to you in config.lua: ACE permissions and/or a list of identifiers (license, discord, fivem, steam).
  • Visible from anywhere (10 km spawn distance, LOD distance 9999) - per-frame work only within 1.5 km.
  • Everyone sees the same moment - the animation is synced to the network clock with zero network traffic.
  • Everything editable in one open file (config.lua): position, distances, speeds, tilt, light, fog, permissions, command names, texts.

Content: 4 model(s), 45,348 triangles, 8 textures. Standalone, escrow protected (config.lua open).


Delivered through your Cfx.re Keymaster (Granted Assets).

Eldritch Horror
£30.00
Mitosis — Splitting Liquid Chrome Cell

Mitosis — Splitting Liquid Chrome Cell


▶ Watch the showcase video: https://youtu.be/MUmpo0MwkC4

Mitosis


A liquid chrome cell that pinches, splits in two through a thin liquid bridge, drifts apart - and merges again.

  • 15-second skinned loop - smooth, no frame jumps (the engine interpolates every frame).
  • The split axis slowly turns, so every cycle splits in a different direction.
  • Small and cheap: 12k triangles, one model.
  • Standalone - no framework needed (QBCore, Qbox, ESX or none).
  • Admin placement in game: /mitosisplace, /mitosisremove, /mitosisshow, /mitosisreset - saved, survives restarts.
  • Who is an admin is up to you in config.lua: ACE permissions and/or a list of identifiers (license, discord, fivem, steam).
  • Visible from anywhere (10 km spawn distance, LOD distance 9999) - per-frame work only within 1.5 km.
  • Everyone sees the same moment - the animation is synced to the network clock with zero network traffic.
  • Everything editable in one open file (config.lua): position, distances, speeds, tilt, light, fog, permissions, command names, texts.

Content: 1 model(s), 12,160 triangles, 4 textures. Standalone, escrow protected (config.lua open).


Delivered through your Cfx.re Keymaster (Granted Assets).

Eldritch Horror
£30.00
The Vigil Spire — All-Seeing Lava Tower

The Vigil Spire — All-Seeing Lava Tower

▶ Watch the showcase video: https://youtu.be/HE2ZYJjZOK0

The Vigil Spire

A 70-metre black tower rising out of a burning lava moat. At its crown a great eye scans the land - and along its walls eight smaller eyes open, one by one.

  • The great eye - a slit pupil that sweeps the horizon, with its own beam and glow, all baked into the model's animation.
  • Eight wall eyes - each opens, looks and closes on its own beat, so the tower never moves in unison.
  • A living lava moat - flowing lava around the foot, about 90 m across, with shards of rock orbiting the spire.
  • Visible from 1.4 km - a landmark players see long before they reach it.
  • No per-frame work - every motion lives in the models; the script only places them and checks once every 2 seconds.
  • Everyone sees the same moment - the animation is synced to the network clock with zero network traffic.
  • Standalone - no framework needed (QBCore, Qbox, ESX or none).
  • Admin placement in game: /vigilplace raises it 90 m in front of you with the eye facing you; /vigilremove, /vigilshow, /vigilreset - saved, survives restarts.
  • Who is an admin is up to you in config.lua: ACE permissions and/or a list of identifiers (license, discord, fivem, steam).
  • Everything editable in one open file (config.lua): position, heading, distances, map models to hide inside the moat, permissions, command names, texts.

Content: 4 models (11 placed objects), 3 animations, 13 textures (up to 1024 px). Visual only - no collision. Standalone, escrow protected (config.lua open).

Delivered through your Cfx.re Keymaster (Granted Assets).

Eldritch Horror
£30.00
The Visitor — Alien Warship Show, Seismic Scan & Ground Lightning

The Visitor — Alien Warship Show, Seismic Scan & Ground Lightning

▶ Watch the showcase video: https://youtu.be/7SO4kXmwu6w

An alien warship drops out of light speed over your server, hovers inside its own storm, and sweeps the terrain with a seismic scan. The scan turns red the moment it finds a player — hide under cover or get marked. Lightning hits the ground, blasts and sets the earth on fire. Then it leaves in a flash.

Recommended: run it at night. The storm, the lightning, the scan and the red detection light are made to read against a dark sky. It works in daylight, but it looks best after dark.

What you get

  • Light-speed entry with a shockwave and a smooth stop; the ship dissolves part by part when it leaves.
  • Broken-halo ship: three bronze plates, a two-eyed core and blades — separate objects, high LOD distance.
  • Storm: dark swirl, slow space windows, twinkling stars, glass shock front on the jump.
  • Real branching lightning models that hit the ground, with blast, crackle, a fire that burns for 12 s and thunder that arrives late with the distance.
  • Seismic scan that climbs walls and roofs (heightmap + collision). Players can hide inside interiors, underwater or under a solid roof.
  • Positional NUI sound with a limiter, so nothing is harsh. Comfort mode for sensitive players.
  • Server event muto_ufo:playerDetected for your own logic (dispatch, quests, jail zones).

Commands (admins / console): /ufo (ship arrives and stays), /ufofly (leaves now), /ufofull (whole ~20 s show), /ufostop.

Requirements: none — standalone, works with QBCore, Qbox and ESX. Players must reconnect once after install. Escrow protected; config.lua is open and holds every time, distance, colour and sound level. Weather and time are never touched.An alien warship drops out of light speed over your server, hovers inside its own storm, and sweeps the terrain with a seismic scan. The scan turns red the moment it finds a player — hide under cover or get marked. Lightning hits the ground, blasts and sets the earth on fire. Then it leaves in a flash.

Recommended: run it at night. The storm, the lightning, the scan and the red detection light are made to read against a dark sky. It works in daylight, but it looks best after dark.

What you get

  • Light-speed entry with a shockwave and a smooth stop; the ship dissolves part by part when it leaves.

  • Broken-halo ship: three bronze plates, a two-eyed core and blades — separate objects, high LOD distance.

  • Storm: dark swirl, slow space windows, twinkling stars, glass shock front on the jump.

  • Real branching lightning models that hit the ground, with blast, crackle, a fire that burns for 12 s and thunder that arrives late with the distance.

  • Seismic scan that climbs walls and roofs (heightmap + collision). Players can hide inside interiors, underwater or under a solid roof.

  • Positional NUI sound with a limiter, so nothing is harsh. Comfort mode for sensitive players.

  • Server event muto_ufo:playerDetected for your own logic (dispatch, quests, jail zones).

Commands (admins / console): /ufo (ship arrives and stays), /ufofly (leaves now), /ufofull (whole ~20 s show), /ufostop.

Requirements: none — standalone, works with QBCore, Qbox and ESX. Players must reconnect once after install. Escrow protected; config.lua is open and holds every time, distance, colour and sound level. Weather and time are never touched.

Eldritch Horror
£45.00
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