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Asset download

To find the asset, you must have made the purchase using your own keymaster account. Otherwise, you can use the transfer system to move the asset to a different keymaster account.
Once the purchase is made on our official website, you will receive your asset directly in your Cfx.re portal. Download it from your panel.

Base install

1

Drop the Awoken Minigames folder in place

Extract the build into resources/ (or any subfolder of your resources path). Keep the folder name awoken_minigames - the export namespace depends on it.
2

Add it to your server.cfg

There’s no load order to worry about. It has no dependencies, so it can go anywhere in the list.
server.cfg
3

(Optional) Set the global accent colour

server.cfg
Read by every Awoken-branded resource, so one line themes them all together. You can still override the colour per call.
4

Try the games

With enableDevMenu = true in config.lua, run /awoken_minigames in-game. It opens a browser of all 68 games and their difficulty variations so you can play each one before you wire it into anything.
Turn enableDevMenu off on a live server, or players can open the menu and spawn minigames themselves. See Configuration → Overview.
5

Call your first game

From any client-side script. The call blocks until the player finishes, fails, or cancels, so run it in a thread:
That’s the whole pattern - every game works this way. See Exports.

What’s inside

config.lua, config/games/*.lua, web/themes/*.lua and locales/*.lua are the files left open by asset escrow - they’re the ones you’re meant to touch. Everything else is protected. See FiveM asset escrow.

Updating

Re-download the asset from your Cfx.re portal, replace the folder, and restart with ensure awoken_minigames.
Replacing the folder overwrites config.lua, config/games/*.lua, web/themes/*.lua and locales/*.lua. Back those up first if you’ve tuned them, then re-apply your changes - or keep a diff of what you changed so it’s a two-minute job each update.

Performance

Every game runs entirely client-side in the NUI, only while it’s on screen. There is no idle cost: no server tick, no database, no polling loop. When no game is running, the resource does nothing at all.
The games are drawn to be light on weak hardware - no per-frame blur passes, no runaway particle counts. They hold frame rate on low-end laptops and integrated graphics.