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Best FiveM Coin Shop Script in 2026

-- listicle · updated september 2026 · var fivem team
-- 8 options compared · one paid price confirmed · read september 2026

A coin shop is often the highest earning resource on a FiveM server, and one of the few whose core mechanic is described directly in the platform agreement. Most comparisons of these scripts review the menu. The menu is the easy part. This guide covers what actually breaks a coin shop in production, the Tebex command queue, delivery when the buyer is offline and chargebacks, then compares the free and paid options on prices read September 2026, and starts with the clause that decides how you are allowed to design the coin at all.

-- index

  1. 01What a coin shop actually is
  2. 02What you are allowed to sell
  3. 03How coins reach the player
  4. 04Delivery when nobody is online
  5. 05Refunds and chargebacks
  6. 06The market in September 2026
  7. 07When free is the right answer
  8. 08Where Var-Coins-Shop fits
  9. 09FAQ

What a coin shop actually is

Three moving parts, and only one of them is the bit people demo. A package on your Tebex store grants a number of coins. A ledger on your database holds the balance against a player identifier. A shop inside the game spends that balance on things you have decided to hand out. Everything that distinguishes a good coin shop from a bad one lives in the joins between those three, not in the interface on top.

The reason server owners move from a plain donation page to a coin shop is behavioural rather than technical. A donation page is visited once, on a web browser, at a moment when the player is not in the world you built. Coins move the spending decision inside the game, to the moment the player wants the car rather than the moment they opened a tab, and they convert an awkward transaction into a balance that already feels spent. That works. It also means the shop is now handling money mechanics inside a Rockstar game, which is where the rules start to matter.

What you are actually allowed to sell

This is the part every product page skips, so read it before you compare features. Section 3.1 of the Rockstar Creator Platform License Agreement, last updated 12 January 2026, lists prohibited methods of commercial exploitation. Item three of that list is short enough to quote in full: offering or selling in-game virtual currency for Real Money. Item two bans offering or selling, for real money or in-game virtual currency, random drawings or sweepstakes or functionally similar chance-based features. Item four bans selling access to Virtual Items created by Rockstar. The agreement then says the list is not exhaustive and that Rockstar reserve the right to amend it and to suspend or prohibit commercial exploitation of any Custom Server for any reason in their sole discretion.

Read literally, a script whose entire premise is selling coins is standing on item three, and pretending otherwise does nobody any favours. What the whole category depends on is the distinction between a currency and a credit. A coin that converts into game cash, that buys the same items the in-game economy prices, or that players can trade between themselves, behaves like currency. A coin that is a redemption credit against a catalogue you wrote, spent on entitlements that only exist because your server grants them, is the design every serious operator runs and the one you should be buying a script to support. The practical consequences are concrete: switch off any category that pays out money, keep crates, cases and spin wheels out of the coin catalogue entirely, and never list a Rockstar DLC vehicle as a purchasable. None of that is legal advice, and the agreement is on the Cfx static site in full. The wider picture of what does and does not earn is in the FiveM server monetization guide.

The short version

Choose what the coin is before you choose the script. A redemption credit spent on entitlements you define is a different product from a currency that converts to game cash, and every feature list below reads differently depending on which one you are building.

CriterionCoins as a redemption creditCoins as a game currency
What the coin buysServer-side entitlements you defineGame cash, or anything the economy prices
Reads as in-game virtual currencyHarder to argueYes
Can be spent on chance mechanicsnono
Can be traded between playersGifting of delivered items onlyUsually yes, which is the problem
Survives a catalogue you did not writeYou control every entryRockstar DLC vehicles slip in
Chargeback clawback is possibleDeduct unspent balanceMoney is already in the economy
Both are sold as coin shops. Only one of them survives a careful reading of section 3.1, and the difference is a config decision rather than a purchase decision.

How coins actually reach the player

There are three routes and they are not equivalent, so check which one a product uses before you buy it. The first is the native integration, which is built into FxServer and needs no plugin: you put sv_tebexSecret in server.cfg, attach a game server command to the package, and Tebex documents that this integration polls the server every 60 seconds for new purchase commands. ps-donator is the clearest example of the pattern, running donatorPurchase {"transactionId": ..., "package": ...} and mapping the package name to a coin amount in its config.

The second is a webhook, where Tebex posts to your server rather than your server asking. Tebex-Fivem by pitermcflebor is the MIT licensed example: you point a webhook at http://your-server-ip:30120/tebex/payments and handle a tebex:newPayment event server side. It is faster than polling and it requires a Tebex Plus plan, which is the detail that pushes most small servers back to the first route. The third is the official server wrapper, which deliberately avoids polling altogether and has the player type /redeem [Transaction ID], with the state held in MySQL. It trades automation for control and it is free.

If you are building rather than buying, the underlying API is worth ten minutes. The command queue exposes offline commands and per-player online commands separately, and its documentation is blunt about the polling contract: all clients should strictly follow the response of next_check, and failure to do so results in the secret key being revoked or the IP banned from the API. Commands must also be deleted after execution. A script that ignores either rule will work in testing and lock you out of your own store on a busy weekend.

Purchase to delivery to reversal

  1. 01Player buys a coin packTebex takes the payment on your webstore. Nothing has touched the game server yet, and the player may not even be connected.
  2. 02The package queues a commandEither an online command held until the player joins, or an offline command which the docs say is due to be executed immediately with no checks against the player.
  3. 03The server picks it upThe FiveM native integration polls every 60 seconds using sv_tebexSecret. A webhook build gets it pushed instead, and the wrapper waits for the player to type /redeem.
  4. 04Coins are credited, not spentThe command should touch a balance and a transaction id, nothing else. Delivering a vehicle at this moment is how purchases get lost.
  5. 05The player spends in gameThe shop prices on the server, deducts the balance, then hands over the vehicle, weapon or cosmetic with the player present and the inventory checked.
  6. 06Refund or chargebackTebex runs whatever you put in the refund and chargeback slots. If that is nothing, the coins stay and so does everything bought with them.
Steps four and five are one step in most cheap implementations, and that is the single most common cause of a support ticket that starts with I paid and got nothing.

Delivery when the player is not online

Every coin shop works when a player buys a pack while standing at a marker on an empty test server. The interesting case is the player who buys on a phone at work. Tebex handles this with a per-command setting, described in the documentation as requiring the customer to be online, and the queue splits accordingly. Offline commands, in the documented wording, are due to be executed immediately and no checks are required against the related players. Online commands should only be executed when the player is online and all the conditions have been met, such as whether the player has the required amount of inventory slots.

That split is exactly why a coin shop is a better structure than direct package delivery. Crediting a number to a balance is a safe offline operation. Giving somebody a weapon is not, because it can fail on a full inventory, and giving somebody a vehicle is not, because it needs a garage row and a plate that does not collide. Split the two and the failure modes disappear: the purchase always lands, the delivery happens with the player in the world and the checks in place. When you evaluate a script, this is the question worth asking the vendor, because the answer separates the products that queue a purchase from those that drop it. On the native integration, remember that the 60 second poll is the floor for how fast coins can appear, whatever the store page claims about instant delivery.

Refunds, chargebacks and double credits

Nobody demos this and everybody eventually needs it. Tebex gives a package separate command slots for the purchase, for expiry after a temporary package runs out, for a manual refund, and for a chargeback, with the documented chargeback example being /ban {name} Chargeback detected. None of those slots knows anything about your coin ledger unless you write the command yourself, so the default behaviour of every script in this comparison is that a reversed payment leaves the coins and everything bought with them exactly where they are.

Two defences are worth building on the first day. Put a unique constraint on the Tebex transaction id in the coin table, because the documentation notes that if the commands of a payment are resent then global commands are re-executed too, and a ledger that does not deduplicate turns a support action into free coins. Then fill the chargeback slot with a command that removes the outstanding balance, so at least the unspent portion goes back. Anything already converted into a vehicle is a manual job, which is one more reason to keep a Discord log of every checkout and every delivery rather than only of the purchases.

The FiveM coin shop market in September 2026

Every figure below was read from the vendor page or the repository in September 2026. Two notes on reading it. The prices are in the currency the vendor displays, so the TGIANN figure is euros and the GG Studio and Wasabi figures are dollars, and they are not converted. And the delivery column matters more than the price column: it tells you whether coins arrive on a 60 second poll, on a webhook, or only when the player remembers to type a redeem command, and that is the column that decides how the shop behaves at three in the morning.

ScriptPrice (Sep 2026)Code accessDeliveryWhat it is built around
Tebex server wrapperfreeofficial, documented/redeem, MySQLThe reference implementation from Tebex itself. Skips command polling entirely by having the player redeem a transaction id. No shop, no catalogue, no interface.
Tebex-FivemfreeMITwebhookA Lua wrapper that exposes a tebex:newPayment server event from a webhook posted to /tebex/payments. Four commits, needs a Tebex Plus plan, and it is a base rather than a product.
ps-donatorfreeno licence filegame server commandCoins keyed to a package name, redeemed with /redeem transactionId. Needs ox_inventory, ox_lib and oxmysql. Archived read only on 6 February 2026.
Ingame Tebex Storeunconfirmednot statedbasket and redeemKeiranPower. Brings the Tebex catalogue in game with a basket and a /buy command, six themes, webhook logging, and rewards covering items, vehicles, money and job or gang assignment. Around 500 lines of readable Lua over a Webpack build, needs oxmysql. QBX, QBCore, ESX and standalone.
TGIANN in-game shop14.99 EURescrowTebex currency transferItems, vehicles, jobs and clothing in one modular interface with cash, bank and coin as parallel currencies, stock management, rentals with expiry, and purchase history. Listed at 14.99 EUR down from 24.99 EUR. Requires tgiann-core and ox_lib.
GG Studio Advanced Coin Shopunconfirmednot confirmedTebex integrationThe retention build: battle pass with tiered rewards, playtime milestones, a daily drop at a discount, a challenge creator and an in-game admin panel that reloads live without a restart. One-variable theme engine. QBCore, ESX and QBX.
Wasabi VIP Shopunconfirmednot statedTebex integrationThe polished one. Vehicle test drive before spending, command, keybind or location entry points, configurable vehicle colours, plates and garage handling, Discord webhooks and fifteen bundled languages. ESX, QBCore and Qbox through bridges.
Var-Coins-Shop35.99 / 57.59 / 81.59 EURescrow, partially open, open sourcegame server commandOwner Manager panel for promos, limited stock, rotation and maintenance mode, loyalty tiers from Rookie to Mythic, subscriptions, gifting and promo codes. ESX, QBCore and standalone.

What the money buys at each tier

  • The plumbing, free0 EUR

    Tebex server wrapper, Tebex-Fivem, ps-donator. Coins arrive and get spent. You own the maintenance.

  • A catalogue and an interface14.99 EUR

    TGIANN at 14.99 EUR, down from 24.99 EUR. Categories, stock, an admin panel, and someone else keeping up with framework changes.

  • Owner tooling and retention35.99 to 81.59 EUR

    Var-Coins-Shop, 35.99 EUR escrow to 81.59 EUR for full source. Loyalty tiers, subscriptions, gifting and an in-game owner panel. The most expensive confirmed option here, and the only one whose source you can buy outright.

0 EUR 81.59 EUR

Only the confirmed prices are plotted: free, TGIANN at 14.99 EUR, and Var-Coins-Shop from 35.99 EUR. GG Studio, Wasabi and the Ingame Tebex Store are left off rather than drawn from an unread price.

The shape of that table is the useful finding. This is one of the cheapest paid categories in the FiveM ecosystem, and the reason is that the mechanics are thin. Crediting a number against an identifier and spending it again is a weekend of work. What the paid tier actually sells is the second half of the problem: a catalogue your staff can edit without a restart, stock and rotation so the store is not identical in March and December, and the retention systems that make somebody buy a second pack. GG Studio is the clearest about this, building the whole product around a battle pass, playtime milestones and a daily discounted drop rather than around the shop itself.

When free is the right answer

For a server under about forty players, free is not a compromise, it is the correct decision, and there are two specific recommendations rather than a vague one. If you want a finished shop, take the Ingame Tebex Store released free by KeiranPower on the Cfx forum: it brings the Tebex catalogue in game with a basket and a buy command, supports QBX, QBCore, ESX and standalone, ships webhook notifications and six themes, and rewards cover items, vehicles, money and job or gang assignment. If you have a developer and want to own the whole thing, take Tebex-Fivem by pitermcflebor, which is MIT, four commits long, and hands you a tebex:newPayment event to build your own store on, with the caveat that the webhook needs a Tebex Plus plan, or the official Tebex server wrapper if you would rather have the player redeem a transaction id than run a webhook endpoint.

The honest caveats. ps-donator from Project Sloth is still the most copied pattern in this space and it works, but the repository was archived read only on 6 February 2026, carries no licence file, and pins you to ox_inventory, ox_lib and oxmysql. None of the free options ship the owner tooling, and that is the real difference: at fifty concurrent players you edit a config and restart, at three hundred you need somebody who is not a developer to run a weekend promo at four in the afternoon.

Where Var-Coins-Shop fits, honestly

Var-Coins-Shop sits on the first route above. Coins are credited by a Tebex game server command, varshop:addcoins {hexid} AMOUNT, and purchases made while the player is offline are queued until their next connection, which is the split described in the delivery section rather than an afterthought. The store itself is a React interface opened with /shop or F4, with categories for vehicles, weapons, cosmetics, packs, subscriptions and the account. Delivery covers vehicles into owned_vehicles or player_vehicles, weapons either as natives or as inventory items, weapon skins and money, across ESX, QBCore and standalone.

The part that justifies buying rather than building is the Owner Manager panel, which runs in game and persists: promos, limited stock, product rotation, maintenance mode, spotlights and announcements, all changeable without touching a config or restarting. Around that sit the retention systems, loyalty tiers from Rookie to Mythic ranked by total coins spent and unlocking discounts and privileges, monthly and lifetime subscriptions, discounted bundle packs that show the per-item saving, promo codes, a gifting system for vehicles, weapons, skins and packs with pending, delivered and accepted states, a vehicle test drive in a private instance, and Discord webhook logging on checkouts, deliveries and owner actions. That last one is the piece the refunds section above depends on.

Now the honest part. The money category exists, and on the reading of section 3.1 set out earlier that is the category to switch off, so buy this expecting to disable a feature you paid for. Coins have exactly one source, a Tebex purchase, so there is no playtime earning, no daily drop and no battle pass of the kind GG Studio advertises, which means players who will never spend money have no reason to open the shop at all. Framework coverage is ESX, QBCore and standalone, with no QBox target, where TGIANN lists QBox outright and both Wasabi and GG Studio claim it. Nothing here reconciles a failed delivery on its own either: it rides the native integration, so coins arrive on the 60 second poll rather than instantly, and a package left on the online-only setting for a buyer who never comes back is a manual fix, where the official server wrapper lets the player redeem a transaction id themselves at any point. And it is the most expensive confirmed price in this comparison: 35.99 EUR for the escrow build against 14.99 EUR for TGIANN, rising to 81.59 EUR if you want the source, in a category whose floor is genuinely free. If all you need is coins in and items out, the wrapper and Tebex-Fivem cost nothing and ps-donator is readable on GitHub, and none of what follows will change that. What you get in exchange is the owner tooling and the retention layer in one resource, on a script that is sold in escrow, partially open and full open source tiers, so the catalogue and the delivery logic are editable if you want them to be. The trade between those tiers is unpacked in the escrow versus open source guide.

Whatever you install, test it the same way. Buy a coin pack on a second account while that account is disconnected, then log in and check the balance arrives once and only once. Resend the payment commands from the Tebex panel and check the balance does not double. Fill an inventory, buy a weapon and see whether the purchase is lost or held. Those three tests take twenty minutes and they tell you more than any feature list on any store page.

Frequently asked questions

What is the best FiveM coin shop script?

It depends on how much of the shop you want to own. If you only need coins to arrive and a menu to spend them in, the free route is genuinely enough: the Tebex native integration is already built into FxServer, and the Ingame Tebex Store released free on the Cfx forum by KeiranPower covers browsing, basket and redemption on QBX, QBCore, ESX and standalone. If you want loyalty tiers, subscriptions, promos and an owner panel your staff can use without a restart, that is the 14.99 to 29.99 band, where TGIANN, GG Studio and Wasabi sit. Nothing in this category is expensive. The expensive part is designing a coin that does not breach the platform agreement.

Is selling coins on a FiveM server against the rules?

Selling in-game virtual currency for real money is listed as a prohibited method of commercial exploitation in section 3.1 of the Rockstar Creator Platform License Agreement, last updated 12 January 2026. That is the exact wording: offering or selling in-game virtual currency for Real Money. How that lands on a coin shop depends entirely on what the coin is. A coin that converts into game cash, or that buys anything the in-game economy also prices, looks like currency. A coin that is store credit for server-side entitlements, redeemed against a catalogue you control, is the design most operators run. The same section also bans chance-based mechanics bought with real money or with in-game currency, which rules out crates, cases and spin wheels paid for in coins. Read the agreement yourself before you build the catalogue, because the list is explicitly not exhaustive.

Is there a free FiveM coin shop script?

Yes, three of them, at different levels. The Tebex FiveM server wrapper is official, free and documented, and delivers with a /redeem [Transaction ID] flow backed by MySQL rather than polling. Tebex-Fivem by pitermcflebor is MIT licensed and gives you a tebex:newPayment server event from a webhook posted to your server, which is the right base if you have a developer and want your own store. Ingame Tebex Store by KeiranPower is a free finished shop with a basket, six themes and webhook logging. ps-donator from Project Sloth still works but was archived read only on 6 February 2026 and ships no licence file, so treat it as reference rather than a dependency.

How do coins get delivered if the player is offline when they buy?

Through the Tebex command queue, which is the part every comparison skips. Each package command carries a Require the customer to be online setting. Online commands are returned per player and, in the Tebex wording, should only be executed when the player is online and all the conditions have been met, such as having enough inventory slots. Offline commands are due to be executed immediately and no checks are required against the related players. The FiveM native integration polls every 60 seconds, so a purchase made mid-flight lands within a minute of the next check rather than instantly. The design conclusion is the same either way: credit a coin balance offline, and deliver the vehicle or the weapon from that balance when the player is standing in the world with space for it.

What happens to coins after a chargeback?

Nothing, unless you wired it. Tebex will run a chargeback command if you configured one, and the documented example is literally /ban {name} Chargeback detected, plus a separate refund command executed after a manual refund. Neither of those knows about your coin ledger, so if the player has already spent the coins on a vehicle, the vehicle stays. Two things are worth doing on day one: give the coin table a unique constraint on the Tebex transaction id, because a resend from the Tebex panel re-queues commands that have already run and a ledger which does not deduplicate turns that into free coins; and add a coins-remove command to the chargeback slot so at least the unspent balance goes.

Should coins be earnable in game as well as bought?

It helps the shop and it complicates the compliance question. Playtime coins, daily drops and battle pass tiers are the retention half of this category, and GG Studio builds its whole product around them. The catch is that a coin earned by playing and also sold for money is closer to a currency than a coin that only ever comes from a purchase, and it opens a second question about whether players can trade it. If you add earning, keep the earned balance and the purchased balance in separate columns so you can price, log and, if the rules move again, disable one without touching the other.

How much does a FiveM coin shop script cost?

Read from vendor pages in September 2026, the paid options ran from 14.99 EUR for the TGIANN in-game shop, discounted from 24.99 EUR, to 24.95 USD for the GG Studio Advanced Coin Shop System and 29.99 USD for the Wasabi VIP Coin Shop. This is one of the cheapest premium categories in FiveM, which tells you the mechanics are not what you are paying for. The money buys the catalogue management, the owner panel and the retention systems on top, and none of it removes the Tebex fee on every sale or the work of deciding what your coin is allowed to buy.

-- var-fivem.com

See the shop before you wire the store

Var-Coins-Shop runs on the public Var test server, so you can open the store, spend a balance, look at the loyalty tiers and the Owner Manager panel, and check the delivery flow before you attach anything to a Tebex package. ESX, QBCore and Standalone, sold in escrow, partially open and open source tiers.

View Var-Coins-ShopTry it live

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Var-Coins-Shop FiveM scriptVar-Coins-ShopTurns Tebex top-ups into an in-game store for vehicles, weapons, packs and subscriptions.View the script
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