What the Cfx Marketplace Is
The Cfx Marketplace, announced January 12, 2026 by Cfx.re (the FiveM team Rockstar acquired in August 2023), is the first official, Rockstar-sanctioned storefront for GTA mods in the franchise's 27-year history. Modders submit their work, Rockstar curates and approves it, and players purchase mods through official infrastructure with revenue split between the creator and Rockstar.
For most of Take-Two's history, this would have been unimaginable. Take-Two's relationship with modding has alternated between grudging tolerance and outright legal warfare for two decades. The Hot Coffee scandal in 2005, the OpenIV cease-and-desist in 2017, the Re3 source-code lawsuit in 2021, the FiveM developer ban in 2015 — each established a pattern of hostility toward unauthorized modifications.
The Marketplace launch is the full 180-degree turn. Rockstar isn't just tolerating mods anymore. Rockstar is selling them.
How It Works
The Marketplace operates within the FiveM ecosystem — meaning it targets the GTA V roleplay and custom-server community first, with GTA 6 implications second. Currently:
- Creators submit mods: FiveM-compatible scripts, vehicle packs, map mods, server frameworks, graphics overhauls. Each submission goes through a Rockstar/Cfx.re review process before going live.
- Players purchase through Cfx.re infrastructure: Either as one-time purchases or, in some cases, as subscriptions. Payments processed through the FiveM account system. Players who already had Cfx.re accounts for FiveM server access can buy directly.
- Mods install automatically: Purchased mods are bound to a player's Cfx.re account. Joining a server that uses those mods auto-installs them. This solves the historical problem of "trying random GitHub releases and hoping nothing is malware."
- Server operators license content: Roleplay server operators can purchase scripts and assets for their server-side use, not just personal use. This is the major commercial use case — large RP servers like NoPixel, Lucky V, GTA World can license premium scripts officially.
The Marketplace is curated, not open. Anyone can submit, but submissions are reviewed. This is fundamentally different from open marketplaces like Steam Workshop — Rockstar maintains gatekeeping control.
Launch Partners
The launch-partner roster is a who's-who of the FiveM ecosystem:
- Razed Mods: Creators of NaturalVision, the most successful GTA V graphics overhaul. NaturalVision has been ported, paywalled, drama-ridden, and resurrected multiple times since 2018 — but it remains the gold standard for "what would GTA look like with better lighting?" Razed Mods being a launch partner signals that high-end graphics mods are core to the marketplace strategy.
- ONX: A major GTA V roleplay server. Their inclusion suggests entire server frameworks may be marketable products, not just individual scripts.
- London Studios: Known for emergency-services and law-enforcement mods, especially popular in UK and European RP communities.
- Codesign Software: Roleplay systems and frameworks — the script infrastructure many RP servers use under the hood.
- KuzQuality: Graphics and visual-fidelity mods.
- The Ambitioneers, rcore, NTeam Development, Retronix Development: Established FiveM script developers with track records.
- NoPixel: Listed as "coming soon" at launch. NoPixel is the most famous GTA V roleplay server, hosting celebrity streamers and major Twitch personalities. Their participation, when it lands, will mainstream the Marketplace.
This roster isn't accidental. These are the creators Rockstar wants on the platform when GTA 6 launches — the studios it expects to dominate the GTA 6 modding scene once development tools arrive.
Revenue & Control
Specific revenue-share percentages have not been publicly disclosed. Industry standard for curated marketplaces is roughly 70/30 in favor of creators (matching Steam, the App Store, and most platform models). Some sources suggest Rockstar's split may be more favorable to Rockstar, but this is unconfirmed.
The bigger story isn't the revenue split — it's the control. Everything on the Cfx Marketplace operates under Rockstar/Take-Two's terms of service:
- Rockstar can remove any mod at any time
- Rockstar can require modifications to content before listing
- Rockstar can prohibit certain content categories (sexual content, real-world brand assets, IP from other franchises)
- Rockstar can require creators to migrate or modify mods when game updates break compatibility
- Creators who violate ToS can be banned from the Marketplace, including retroactively losing access to their existing storefront and earnings
This is a fundamental shift in the modder/publisher power dynamic. Previously, modders operated independently on GitHub, Discord, and third-party sites. Rockstar could send cease-and-desists but couldn't directly control creator behavior. Now, the most successful modders rely on Rockstar's platform for their income. Rockstar holds the leverage.
Compared to Other Game Mod Stores
Game mod marketplaces are not new. Several precedents exist:
- Steam Workshop: Open submission, lightweight curation, free distribution model dominant. Skyrim, Cities: Skylines, Garry's Mod all use it. Bethesda's Creation Club (paid mods inside Skyrim) was widely criticized.
- Mod.io: Cross-platform mod distribution service used by various games. More open than Cfx Marketplace, less curated than Bethesda's system.
- Bethesda Creation Club: Paid-only, heavily curated, controversial at launch (2017). Many players felt Bethesda was monetizing fan content. Has since stabilized as a niche revenue stream.
- Cfx Marketplace: Curated, mixed free/paid, tied to the FiveM account system. Most similar to Bethesda's model but with a more established modder community behind it (FiveM has 15+ years of script developers).
Compared to Steam Workshop's free-and-open model, the Cfx Marketplace is more restrictive but offers stronger creator monetization. Compared to Bethesda's Creation Club, it has a more credible existing creator base — Razed Mods, NaturalVision, and the FiveM roleplay ecosystem have years of proven work, while Bethesda launched Creation Club with mostly new content.
What This Means for GTA 6
The Cfx Marketplace is widely understood to be the proving ground for GTA 6's eventual mod ecosystem. Building monetization infrastructure for a 13-year-old game (GTA V) makes business sense only if you're going to apply the same model to GTA 6 — and GTA 6 will likely generate exponentially more mod revenue given its scale and player count.
The most plausible GTA 6 launch scenario:
- November 19, 2026: GTA 6 launches on PS5 and Xbox Series X|S. No modding available yet (consoles only).
- February 2027 (rumored): GTA 6 PC launches. Initial mod tools released alongside. Cfx Marketplace expands to GTA 6.
- Mid-2027: First major mods appear — graphics overhauls (Razed/NaturalVision style), vehicle packs, single-player gameplay tweaks. Most are free or low-priced on the Marketplace.
- Late 2027 / early 2028: RP server frameworks mature. Major RP servers migrate from FiveM (GTA V) to the GTA 6 platform. Marketplace revenue scales dramatically.
- 2028+: Total conversions and major mod projects begin to appear. The ecosystem matures into a full-scale creator economy under Rockstar's management.
Players who currently mod GTA V should expect a familiar but more polished experience for GTA 6. Players who haven't touched modding before should expect dramatically easier onboarding — installing a mod becomes a one-click purchase, not a configuration nightmare.
Verdict: Rockstar Owns the Modders Now
For 20 years, GTA modders operated in the shadow of Take-Two's legal department. The fear of cease-and-desist letters shaped what modders made, where they distributed it, and how they marketed it. The OpenIV controversy in 2017 — when Take-Two's C&D letter was reversed only after massive public backlash — was the highest-profile reminder that the modder/publisher relationship was fundamentally adversarial.
The Cfx Marketplace ends that era. Modders now have a legitimate, monetized, Rockstar-backed path. The most successful creators will likely make more money under this system than they ever did distributing through Discord and Patreon. The trade-off is total dependence on Rockstar — a single ToS violation, or a strategic decision by Rockstar, can end a creator's livelihood overnight.
For the GTA modding scene as a whole, this is probably good. Better mods, more secure distribution, sustainable creator income. For the spirit of GTA modding as a creative-anarchy ecosystem, it's the end of an era. Modding has been folded into the corporate machine. Whether that produces better creative work or just sanitizes the wild edges — we'll find out across the next five years of GTA 6's lifecycle.
Related: GTA 6 Mods Hub · Cfx Marketplace · Mod Policy History
FREQUENTLY ASKED QUESTIONS
When did the Cfx Marketplace launch?
January 12, 2026. The Marketplace was announced and went live on the same day, with an initial roster of launch partners including Razed Mods (NaturalVision), ONX, London Studios, and Codesign Software. NoPixel was listed as "coming soon."
Is the Cfx Marketplace for GTA V or GTA 6?
Currently GTA V only — it operates within the FiveM ecosystem, which is GTA V multiplayer modding. However, the Marketplace is widely understood as the proving ground for an eventual GTA 6 modding storefront. Industry analysts expect Rockstar to extend the Marketplace model to GTA 6 once PC modding is available.
How much do creators earn on the Cfx Marketplace?
Specific revenue-share percentages have not been publicly disclosed. Industry-standard digital marketplaces (Steam, the App Store) take 30%, leaving 70% for creators. Some reporting suggests the Marketplace split may be more favorable to Rockstar than this standard, but this is unconfirmed.
Can anyone sell mods on the Cfx Marketplace?
Submissions are open, but each mod goes through a Cfx.re/Rockstar review process before listing. The Marketplace is curated, not open like Steam Workshop. Acceptance criteria have not been formally published — current selection skews heavily toward established FiveM creators with existing track records.
Are mods on the Cfx Marketplace safe to install?
Significantly safer than mods from third-party sources. Marketplace mods are reviewed by Cfx.re before listing and signed/distributed through official infrastructure. The "malware risk" that haunts random GitHub mod releases is largely eliminated. However, Rockstar can still remove mods after listing if issues are discovered.
Information drawn from official Rockstar/Cfx.re Newswire announcements, public Take-Two financial statements, GTABoom, PC Gamer, and direct community sources. Rumors and unconfirmed information clearly identified throughout. Our methodology →