Luau · Rojo · Roblox Studio

Roblox games and gameplay systems that hold up at scale

Most Roblox projects do not fail because the idea was weak. They fail because the data store loses progress, the economy gets exploited in week two, or the code becomes impossible to extend after the third contributor. We build systems that survive growth — server-authoritative, tested and documented.

A single system in 2-3 weeks

What we build

A whole experience, or the one system you are stuck on

Full experiences

Concept to published place: core loop, maps, progression, economy, UI and the live telemetry to see what players actually do.

Gameplay systems

Combat, inventory, pets, tycoon loops, quests, trading, leaderboards, round managers — built as modules that drop into your existing place.

Monetisation

Game passes, developer products, subscriptions, limited-time offers and a shop UI designed to convert without feeling predatory.

Data and persistence

DataStore done correctly: session locking, retries, versioning, migration between schema changes and backups. Lost saves kill retention.

Anti-exploit

Server-authoritative logic, sanity checks on every remote, rate limiting and exploit logging. The client is never trusted with anything that matters.

UI and UX

Interfaces that scale from phone to console, respond instantly, and survive the thumb test — most of your players are on mobile.

Engineering

How we write Roblox code

Anyone can make a script work in Studio. The difference shows six months later, when the game has grown and someone new has to change it.

Server-authoritative by default

Every value that affects progression, currency or inventory lives on the server. Remotes validate type, range and rate before touching anything.

Rojo and real version control

Code lives in Git, not only inside a .rbxl file. Branches, reviews and rollbacks — so two people can work without overwriting each other.

Modular, documented services

Single-responsibility modules with clear interfaces instead of one 4,000-line script. Your next developer can read it without a tour.

Tested before it goes live

Unit tests on the pure logic, staged place for integration testing, and a rollout you can reverse in one click if something slips through.

  • Luau
  • Roblox Studio
  • Rojo
  • Git
  • ProfileService-style DataStore
  • Server-authoritative
  • RemoteEvent validation
  • Roblox Analytics
  • Team Create

Packages

Pick what you need

Scopes in Roblox vary a lot, so these are anchors. The final quote comes after a short call and is fixed in the contract.

Single system

You have a game and one part of it is blocking you.

$1,500

2-3 weeks

  • One gameplay system built to spec
  • Server-authoritative and exploit-checked
  • Integrated into your existing place
  • Clean modular Luau, commented
  • DataStore handling where relevant
  • Basic UI for the feature
  • Handover notes and a walkthrough
  • 14 days of warranty support
Request this package
Most chosen

Full experience

A complete, publishable game built from your concept.

from $5,000

6-10 weeks

  • Everything in Single system
  • Core loop, progression and economy
  • Maps and environment setup
  • Monetisation: passes and dev products
  • Full UI across phone, PC and console
  • Anti-exploit and admin tools
  • Analytics and live telemetry
  • Launch support and 30-day warranty
Request this package

Live ops retainer

Your game is published and needs constant content and fixes.

$1,200 / month

Rolling, cancel anytime

  • A fixed block of hours each month
  • New features and seasonal events
  • Balance passes driven by your data
  • Exploit monitoring and patches
  • Performance and memory tuning
  • Priority response on live incidents
  • Monthly report with metrics
  • No long-term lock-in
Request this package

Prices are in US dollars and cover engineering. 3D modelling, animation, music and UGC art are quoted separately. We work alongside your builders and artists, or bring in people we trust.

Process

From brief to published

  1. 01

    Brief

    Your concept or the system you are stuck on, your target audience and references from games you like.

  2. 02

    Spec

    A written specification of behaviour, data and edge cases. You approve it before anything is scripted.

  3. 03

    Build

    Work happens in a test place you can join at any time. Weekly builds, visible progress.

  4. 04

    Hardening

    Exploit testing, load testing with simulated players, data migration checks and a rollback plan.

  5. 05

    Publish

    Rollout to the live place, monitoring for the first days, and a fix window included.

FAQ

Questions clients actually ask

Can you work inside our existing place?
Yes, that is most of what we do. We can work from a copy of your place or join your team via Team Create and Rojo. The first step is a short read-through of the existing code so our estimate reflects reality rather than optimism.
Do you take payment in Robux?
No. We invoice in US dollars through our Delaware company, with a contract and a real invoice. It keeps the engagement professional on both sides and means you are not converting at a loss through DevEx.
Who owns the code?
You do. The place, the scripts and all assets we author transfer to you, with IP assignment signed before work starts. You also get the Git repository, so you are never locked to one .rbxl file on someone else's account.
How do you stop exploiters?
By never trusting the client. All state that matters lives on the server, remotes are validated and rate-limited, and suspicious patterns are logged so you can act. No system is unbreakable, but the common duplication and currency exploits are closed by design rather than patched later.
Will my game be successful?
We cannot promise that, and anybody who does is selling something. Discovery on Roblox depends on retention, play time and your own marketing. What we can promise is that the game will not lose players because of lost saves, lag, exploits or broken monetisation.
Can you help after launch?
Yes, through the live ops retainer: a fixed block of hours each month for features, events, balance changes and incident response, with no long-term commitment. Many clients start with a single system, then move to a retainer once the game is live.

Request

Tell us about your project

Fill in the form and we will come back with questions, a realistic timeline and a fixed quote. No obligation, no sales call unless you want one.

  • Reply within 1 business day
  • Free scope and fixed quote
  • NDA on request