FFORGE

Tutorial · 10 min read · Updated September 2026

How to make a Roblox tycoon with AI, step by step

This is the message sequence that produced a complete, publishable tycoon in one sitting. It works with any agent that can act inside Roblox Studio; the prompts are written for Forge, and the checks at the end are what keep the result from being exploited on day one.

Before you start

Message 1: the plot

Build a tycoon plot in Workspace/Tycoon: a 60x60 base, a Dropper that spawns a
part every 2 seconds, a Conveyor that carries parts to a Collector, and a Cash
leaderstat that increases when parts reach the collector. Server-side only.
Playtest for 8 seconds, read the console, screenshot, and stop the test.

What to check: cash goes up in the leaderboard during the playtest, the console is clean, and the screenshot shows parts on the conveyor. If the agent put logic in a LocalScript, say "move all economy logic to the server" and continue.

Message 2: upgrades

Add 5 upgrade pads next to the plot: Faster Dropper, Bigger Drops, Second
Dropper, Conveyor Speed, Auto-Collect. Each shows its price on a BillboardGui,
costs Cash, and validates the price and ownership on the server. Prices 50, 150,
400, 900, 2000. Playtest, buy the first two, screenshot.

The important words are validates on the server. A pad that trusts the client is free money for exploiters.

Message 3: saving

Save Cash and owned upgrades per player with DataStoreService, session-locked,
autosave every 60s, and restore on join. Rebuild owned upgrades on join.
Test: buy an upgrade, stop the playtest, start again, confirm it is still owned.

Message 4: the shop

Add a Shop with 3 game passes (VIP: 2x cash, Auto Collect, Golden Dropper skin)
and 3 developer products (500, 2000, 10000 Cash). Use MarketplaceService.
ProcessReceipt on the server, grant idempotently, and show a Shop button in the
HUD. Create placeholder pass/product IDs as constants I can replace. Screenshot
the shop UI.

You still need to create the actual passes and products on the Roblox website and paste their IDs into the constants. The agent cannot do that part for you.

Message 5: mobile

Make the HUD and Shop scale-based (no offsets), safe-area aware, and readable on
a phone. Check it in the device emulator (iPhone preset) and screenshot.

Message 6: polish

Add a soft ambient soundtrack from the Creator Store (no scripts inside the
asset), a spawn area with a welcome sign, and a subtle glow to the collector.
Screenshot the plot from the spawn.

Message 7: the security pass

Review every RemoteEvent and RemoteFunction handler on the server. For each,
validate argument types and ranges, rate-limit per player, and never trust
client-sent prices or amounts. Fix what you find and summarise the changes.

What it costs

On Sonnet 5 this sequence runs about 2,500 to 6,000 credits ($25–60) depending on how many fixes the playtests catch. The $25 pack covers a lean run; the $60 pack covers a careful one with polish. Every message shows its price before you send it.

Publishing checklist

  1. Create the game passes and developer products on the Roblox website; paste the IDs.
  2. Playtest with two clients (Test ▸ Clients and Servers) and buy something with the test purchase flow.
  3. Set the genre to Tycoon, write a description with your keywords in the first two sentences, and make an icon readable at 150×150.
  4. Publish private first, play it on your phone, then publish public.
Run this sequence in Forge. The "Tycoon starter" chip in the app is Message 1 pre-written. Sign in with Roblox, pair your Studio, and go. Open Forge →