A one-person studio
building rooms.
worth living in.
CityRP · 2026
Onyx is a small operation — one person, working in the open, building semi-serious roleplay on S&box. The first project is a CityRP world designed to last: shipped in monthly feature drops, played by people who care, run like a workshop, not a hype machine.
A studio of one. For now.
Onyx is a one-person studio. Design, code, world-building, patch notes, server admin — same hands. That's the constraint, and it shapes everything: scope is honest, decisions move fast, every shipped feature has a name attached to it.
Working solo isn't a phase to grow out of — it's the operating model for now. Bigger studios optimize for headcount; this one optimizes for taste. The scope of the work expands with the depth of what's already there, not by hiring against a roadmap.
CityRP, semi-serious. Built to be lived in, not just logged into.
The first Onyx world is a city — a roleplay server in the lineage of GTA RP and the better Garry's Mod CityRP servers, but tuned for S&box's strengths: tighter networking, modern tooling, no legacy duct-tape.
Semi-serious is the dial. Not full-immersion-LARP, not chaos PvP. Players get characters worth keeping; jobs that mean something past the first hour; a justice system, an economy, and a city that remembers what happened on it last week. The fun comes from the world having weight.
Long-term play is the only thing that matters. A server that can't hold a regular for six months is a server that didn't ship.
Monthly drops. Public roadmap. Named credits on every feature.
The studio runs on a monthly feature release cadence. Each drop has a theme — a system, a district, a justice mechanic, a job tree — shipped together with patch notes, a changelog, and a credit line for whoever did the work.
Between drops: bug-fix patches as needed, no mystery hotfixes. The roadmap is public; the build hash is in the corner of the loading screen; the server tick rate is something a player can quote at you. Transparency is the marketing.
Six rules the studio runs on.
Ship the boring parts first.
Justice systems, economy, persistence — the stuff that makes long play possible — comes before any flashy mechanic. The world earns its character before it gets dressed up.
One developer, one voice.
Patch notes are written by the person who wrote the code. No marketing translation layer. If it's broken, it's broken; if it's good, it's specific.
Players are regulars, not users.
Designed for the person who'll be on the server every Thursday for two years, not the person who'll review-bomb after a bad first hour. Loyalty over reach.
Semi-serious means semi-serious.
Hard rules, soft tone. Roleplay is enforced; the studio is not. No mascot voice, no hype copy, no exclamation marks in patch notes.
Make it last.
Every feature is built to be lived with for years, not iterated past in a sprint. If it can't survive a year of regular play, it's not ready.
Credit the work.
Every system, every district, every fix — named in the patch notes. The studio is a person; the person has a face; the work has an author.
First a city. Then more rooms.
CityRP is the proving ground. The systems being built — persistence, economy, justice, jobs — are the foundation Onyx will stand on for whatever comes next. Future projects sit under the same studio name, the same cadence, the same constraints.
No timeline on the second project. The first one earns the second one.