Tutorial · 11 min read · Updated October 2026
How to make a Roblox simulator with AI, step by step
Simulators are the most-played genre on Roblox and the most exploited, because the whole game is numbers. The sequence below builds a clicker simulator with a sell zone, upgrades, pets, rebirths, a game pass and saving, inside your own Roblox Studio place, with every number owned by the server. The prompts are written for ForgeBlox.
Before you start
- Roblox Studio open on a new Baseplate, saved once so it has a name.
- Studio ▸ Assistant ▸ ⋯ ▸ Manage MCP Servers ▸ Enable Studio as MCP server.
- ForgeBlox Bridge running and paired. Download.
- Model: Sonnet 5.5. Budget 2,000 to 5,000 credits ($20–50) for the whole sequence; see pricing.
Message 1: the core loop
Build a clicker simulator. Server owns PlayerData (Strength, Rebirths) and a
Coins leaderstat. The client fires a Click remote on MouseButton1 or Touch
(ignore gameProcessed); the server rate-limits to 10 per second and adds
Strength to a carried Resource value, never trusting a client-sent amount.
Add a SellZone part that converts Resource to Coins on touch, debounced per
player. Floating "+N" labels on click. Playtest, click 20 times, sell,
screenshot, stop.
What to check: Coins goes up only after you walk into the sell zone, and the Click remote carries no number. If you see a LocalScript adding to Coins, say "move all currency math to the server" before continuing.
Message 2: upgrades
Add an upgrade catalog in ReplicatedStorage/Config/Upgrades as a ModuleScript
table { id, name, cost, effect } with 6 tiers: first costs 25 coins, each next
tier 1.6x the previous. The shop UI reads the catalog; the server validates id,
cost and ownership before applying. Buy two in a playtest, screenshot the shop.
One catalog shared by the UI and the server means prices can never disagree. 25 then ×1.6 per tier is the curve that feels like progress without stalling.
Message 3: pets and eggs
Add pets: models in ReplicatedStorage/Pets with a Multiplier attribute. An Egg
part prompts a purchase for 100 coins; the server picks a pet with weighted
random against cumulative weights (Common 70, Rare 25, Legendary 5) and saves
it. Equipped pets follow the character on the client, tweened to an offset each
frame. The server tracks equipped pets and applies the multiplier to clicks.
Hatch three eggs in a playtest, screenshot.
The roll happens on the server. A client-side roll is a free Legendary for anyone with an exploit.
Message 4: rebirths and a second zone
Add a Rebirth button at 10,000 coins: resets Coins, Strength and upgrades,
increments Rebirths, gives a permanent +25% multiplier per rebirth, and unlocks
Zone 2 (teleport with PivotTo to a second area with 3x sell value). Gate the
zone door on the server. Playtest a rebirth, screenshot Zone 2.
Message 5: saving and the 2x pass
Save Coins, Strength, Rebirths, owned upgrades and pets (including equipped)
with DataStoreService, session-locked, autosave every 60 seconds and on leave.
Add a 2x Coins game pass checked once on join with UserOwnsGamePassAsync in a
pcall and granted immediately on PromptGamePassPurchaseFinished. Placeholder
pass id constant. Test: buy an upgrade, stop, start, confirm it persists.
Message 6: mobile HUD
Make the HUD (coins, strength, rebirth, shop, pets inventory) scale-based, safe
area aware, with a big tap target for clicking on phones. Check it in the device
emulator iPhone preset and screenshot.
Message 7: the security pass
Review every RemoteEvent and RemoteFunction handler on the server: validate
argument types and ranges, rate-limit per player, clamp Strength to a sane
maximum, and confirm no client-sent amounts are trusted anywhere. Fix what you
find and summarise the changes.
Numbers that feel good
| Thing | Starting value | Why |
|---|---|---|
| Coins per click | 1 | The first upgrade must feel like a 2x jump |
| First upgrade | 25 coins, then ×1.6 per tier | Reachable in under a minute, then steady |
| First egg | 100 coins | A pet in the first five minutes keeps players |
| Rebirth | 10,000 coins for +25% permanent | Visible on screen as the next goal |
Always show the next goal on screen. A simulator with no visible next goal is a game with no reason to click.
What it costs
On Sonnet 5.5 this sequence runs about 2,000 to 5,000 credits ($20–50), depending on how many fixes the playtests catch. Every message shows its price before you send it.
Common mistakes the playtests catch
- Math on the client (the number one exploit).
- Touched without a debounce, so one walk into the sell zone sells twice.
- Forgetting to save equipped pets, so they vanish on rejoin.
- No clamp on Strength, so an overflow breaks the leaderboard.
Next: build a tycoon, build an obby, or wire game passes and developer products correctly.
Related guides
- How to make a Roblox UI with AI: shops, HUDs and menus that work on phones.
- How to make a Roblox tower defense game with AI: waves, placement and targeting.
- How to make a Roblox pet simulator with AI: eggs, rarities, golden pets and an index.
- How to make a Roblox idle game with AI: offline earnings, big numbers and prestige.