xT plugins
My one-person software business. Lua plugins for GTA V and Red Dead Redemption 2 multiplayer servers, sold through a storefront I built and shipped by a release pipeline I wrote.
- Role
- Founder and developer
- Years
- 2021 - Present
- Stack
- Lua, Svelte, React, TypeScript, MySQL, GitHub Actions, Cloudflare Workers

Scale
- Open- and closed-source plugins running on 4,000+ servers, with 500+ sales.
- xt-prison ships by default with an open-source game server framework and has 80+ stars on GitHub.
- A 1,500-member Discord community uses the plugins in production and reports what breaks.
One codebase, five frameworks
Servers like these are built on one of several community frameworks, each with an incompatible API for players, inventory and permissions. Every xT plugin talks to an adapter layer instead, so the same code runs unmodified on five of them.
Each plugin is a client/server application with centralized config and localization, so server owners can adapt it without forking. Relational schemas persist player state, inventories and transactions across server restarts.
Interfaces in the game
The menus players see are web frontends in Svelte, React and TypeScript, talking to the Lua game client over a message bridge.
Storefront and docs
I replaced the hosted checkout from Tebex, a payments platform for game servers, with a storefront built against its Headless API: a branded SvelteKit front end on Cloudflare Workers that handles the catalogue and the purchase flow. The documentation moved off GitBook to a docs site I built with Next.js, now over 100 pages.
Release pipeline
A release is one push. A shared GitHub Actions workflow builds each plugin’s interface, uploads the build to the game platform’s asset portal and creates a GitHub Release. The Discord bot then writes the changelog from the commits and posts it.
