- Instant delivery
- Documented and configurable
- Free updates and fixes
- Broad framework support
A complete underwater activity built around exploration, salvage, contracts and progression.
Showcase
More than a dive.
Diving turns the ocean into a complete activity rather than a single interaction. Players gear up, head offshore, search dive zones with sonar, recover salvage, complete contracts, trade through a changing economy and build a persistent diving career — with progression giving them a reason to head back beneath the surface.
Guide
One dive. An entire loop.
Gear up. Find a zone. Read the sonar. Recover salvage. Sell what you find. Level up, chase treasure maps and head back out with a boat beneath you.
The Dive Center brings the entire loop together so players always have a clear sense of what comes next without turning the resource into a linear job.

Equipment
Gear up for what's below.
The Dive Center gives players an equipment path that grows with them, from basic diving gear and oxygen tanks to improved lights and sonar.
Equipment isn't just a menu of purchases — it gives progression something tangible to unlock and changes what players can take with them beneath the surface.

Boat hire
Take the dive further.
Players can rent from a range of boats before heading offshore, with different rental fees and deposits giving server owners another progression and economy lever.
Better access to the ocean becomes something players work towards rather than something handed to them from the start.

Contracts
Every dive can have a purpose.
Generated salvage contracts give players specific items to recover in return for cash and XP.
Players can take a job, track its requirements while they dive and deliver the requested haul — adding another reason to head back beneath the surface beyond simply searching for whatever they find.

Dealer
Turn every find into opportunity.
Salvage doesn't have to live on a fixed price list. Supply affects what the dealer will pay, while demand can create opportunities for particular finds to sell above their usual value.
What players bring back from the ocean therefore feeds into an economy that changes around their activity.

Stats
A career with a record.
Every trip contributes to a persistent diver profile. Level, XP, dives, time underwater, maximum depth, discoveries, treasure, earnings and completed contracts give players a record of what they've achieved.
The server-wide leaderboard gives them something to measure it against.

Treasure
Treasure maps lead to something more.
Treasure maps give players locations to track down beneath the surface, leading them away from regular salvage in search of more valuable finds.
Reaching the location is only part of it — players still need to find and recover the treasure before they can bring it back.

Decompression
Getting back up matters too.
Reaching the surface too quickly can trigger decompression sickness.
A rapid ascent causes escalating visual effects and player damage, making the journey back up something players need to manage rather than simply swimming straight to the surface.

Sharks
You're not always alone down there.
Sharks can turn an otherwise routine dive into a fight for survival.
Players can defend themselves with melee weapons when attacked, forcing them to deal with the threat before getting back to exploring or recovering their haul.

Compatibility
Built to fit your stack.
Diving supports multiple frameworks, inventories and interaction systems through its bridge layer, with standalone interaction support where a target resource is not used.
- Frameworks
qb-coreqbx_corees_extendedox_coreND_Core- Inventories
ox_inventoryqb-inventoryqs-inventorytgiann-inventorycodem-inventory- Target systems
ox_targetqb-targetstandalone- Database
oxmysql- Library
ox_lib