Service 02
Roblox games, built in your group.
From a first obby to a round-based horror game with a store and a leaderboard. I build in Roblox Studio and Luau, inside a group you own, and deliver in milestones you play before the next one starts. Every game ships with server-side checks against exploiters and a handover walkthrough, so you can keep updating it yourself.
- Roblox Studio
- Luau
- DataStoreService
- Claude Code
- Blender
What I build.
- 01
Obby and endless runner
Checkpoint obbies and three-lane runners with a speed curve, personal bests and a leaderboard the server verifies.
- 02
Horror and round-based
Lobbies, rounds, hiding spots, entity behaviour and a death screen that matters, with every balance number in a config file you can tune.
- 03
Simulator and tycoon
Click, collect, rebirth and build loops with an economy designed to stay balanced after launch.
- 04
Roleplay and city
Jobs, homes, vehicles and a map built from a modular kit, so new content drops in without a rebuild.
- 05
Fighting and combat
1v1 and team fighters with hitboxes checked on the server, combo and counter systems, health, rounds and knockouts.
- 06
Saves, store and anti-exploit
Session-locked DataStore saves, gamepasses and developer products on Roblox's own systems, with scores and rewards validated on the server and every free model read for backdoors.
The core loop of each game type, played through four ways, so you can see the pacing before anything is built for you.
Concept demos made for this page, not published games. Client games ship in the client's own Roblox group.
Endless runner
4 demosConcept demo: Endless runner
Canyon Rush
A desert canyon runner: lane switching, a speed curve, coin streaks and a best score to beat.
Concept demo: Endless runner
Frost Run
The same runner loop on ice: pale light, pine trees and a slippery pace curve.
Concept demo: Endless runner
Lava Dash
A volcanic track with glowing rails, where the speed curve bites earlier.
Concept demo: Endless runner
Neon City Run
A night city runner with neon rails and a synth-lit skyline.
Round-based horror
4 demosConcept demo: Round-based horror
Ward 9
A hospital round: flickering lamps, a stalker in the corridor, hide in a locker, find the key.
Concept demo: Round-based horror
Blackwood School
An abandoned school round with a fuse to find and something patrolling the halls.
Concept demo: Round-based horror
The Lighthouse
A storm-blue tower where the lamp must be lit before the timer runs out.
Concept demo: Round-based horror
The Manor
A wood-panelled manor round, warm lamps, and an exit to reach.
Simulator and tycoon
4 demosConcept demo: Simulator and tycoon
Ore Tycoon
Mine, sell on the conveyor, buy the golden pickaxe, rebirth for double earnings.
Concept demo: Simulator and tycoon
Pizza Tycoon
Bake, sell, upgrade to the turbo oven, then rebirth the kitchen.
Concept demo: Simulator and tycoon
Car Factory
Press parts, ship cars, add a robot arm, rebirth the line.
Concept demo: Simulator and tycoon
Farm Tycoon
Harvest, sell at the silo, buy the mega tractor, rebirth the farm.
Roleplay and city
4 demosConcept demo: Roleplay and city
Harbor City RP
Pick a delivery job, walk the harbour street, deliver by dusk and get paid.
Concept demo: Roleplay and city
Lagos Drive RP
A taxi job from Ikeja Mall to Lekki, with the city turning gold at sunset.
Concept demo: Roleplay and city
Sunset Beach RP
A lifeguard shift on a beach strip: report to the tower, respond to the pier.
Concept demo: Roleplay and city
Night Shift RP
A police patrol at night: take the dispatch, respond on 9th Avenue.
Fighting
4 demosConcept demo: Fighting
Arena Brawl
A 1v1 arena fight: health bars, a three-hit combo, a counter and a KO.
Concept demo: Fighting
Rooftop Rumble
The same fight system on a night rooftop against Viper.
Concept demo: Fighting
Dojo Duel
A warm-lit dojo duel against Kaze, ending in an uppercut KO.
Concept demo: Fighting
Beach Brawl
A daylight beach fight against Tide with the crowd behind the ring.
Proof, not promises.
Real builds you can open and inspect. Every system ships with docs and a walkthrough video.
Three steps. No surprises.
- 01
Tell me your workflow
We map the manual process, find the bottleneck and agree what done looks like.
- 02
I build your system
Built in your accounts with Claude Code and the right tool for the job, tested end to end.
- 03
You own it
Handover with a walkthrough video and plain docs. You can run it, change it and scale it.
Good questions.
01Who owns the game?
You do. The game is created and published in your own Roblox group, so the place, every asset and the Robux it earns belong to you from day one. I work as a developer in that group, and you can remove that access the moment we are done.
02How do you stop exploiters?
Nothing the client can touch is trusted. Scores, currency, purchases and rewards are checked on the server, remote events are validated and rate limited, and any free model or plugin is read line by line for backdoors before it enters the place. No game is exploit-proof, but this removes the cheap attacks that ruin leaderboards and economies.
03How long does a Roblox game take?
A focused game such as an obby or a runner takes about 4 weeks. A round-based horror game or a simulator with a store and progression runs 6 to 8 weeks. Work is delivered in milestones: you play each one in your own group before the next begins, and the first milestone is always a playable run.
04Will it get players?
I build the retention basics Roblox measures, such as a fast first 30 seconds, saves that never vanish and a reason to come back, and publish with an icon, thumbnails and a searchable description. I do not promise player counts or revenue. Anyone who does is guessing.
05What do I get at handover?
The published game in your group, a clean and commented place file, the config files that hold every balance number, and a recorded walkthrough of how to ship your own updates. Standard Roblox tooling throughout, so any Roblox developer can pick it up later.
