§ How to · with Forge AI

How to prevent exploits in Roblox (with AI)

Roblox exploits almost always trace to client-trusted state: client-written damage, client-written currency, client-written ammo. Forge AI generates server-authoritative patterns by default and audits your existing code for client-trust violations.

4 files · 160 lines · 44 seconds · 1 credit. Drop-in guards + a one-prompt audit of your existing scripts.

Server-authoritative damage

Damage is always calculated server-side after re-validating attacker → target conditions. Client only signals intent.

RemoteEvent guards

Every RemoteEvent has rate limit, input type validation, and per-player cooldown. Non-conforming fires are dropped silently.

Currency / inventory checks

Currency reads are server-side. Inventory writes are server-side. Client cannot write a leaderstats value or add an item directly.

Input sanitization

Strings get length cap + character whitelist. Numbers get bounds check. Tables get depth + key cap.

Forge audit

One prompt scans your existing scripts for client-trusted patterns and reports each line. Generates a fix plan you can apply file-by-file.

Rate-limit module

Reusable per-player rate limiter for any RemoteEvent. Sliding-window default, configurable burst.

Files Forge AI ships for this prompt

4 files · 160 lines · 44 seconds · 1 credit

ServerScriptService/AntiExploit.lua

Rate-limit + cooldown + sanitization helpers

64 lines

ReplicatedStorage/Modules/Validate.lua

Input type/range/length checks

38 lines

ServerScriptService/RemoteGuards.lua

Wrap every Remote with the standard guard pattern

42 lines

ServerScriptService/AuditReport.lua

Optional log of dropped fires for diagnostics

16 lines

Sample output: ServerScriptService/AntiExploit.lua

--!strict
-- ServerScriptService/AntiExploit.lua  (Forge AI · excerpt)
local AntiExploit = {}
AntiExploit.__index = AntiExploit

local windows: { [string]: { [number]: { count: number, since: number } } } = {}

function AntiExploit.RateLimit(remoteName: string, player: Player, perSecond: number): boolean
    windows[remoteName] = windows[remoteName] or {}
    local entry = windows[remoteName][player.UserId]
    local now = tick()
    if not entry or now - entry.since > 1 then
        windows[remoteName][player.UserId] = { count = 1, since = now }
        return true
    end
    entry.count += 1
    if entry.count > perSecond then return false end
    return true
end

function AntiExploit.SanitizeString(s: any, maxLen: number): string?
    if type(s) ~= "string" then return nil end
    if #s > maxLen then return nil end
    if s:match("[^%w%s%-_]") then return nil end
    return s
end

return AntiExploit

How to prevent exploits in Roblox

Most Roblox exploits trace to a single root cause: the server trusts state the client wrote. The fix is the same across damage, currency, ammo, position, and inventory: server-authoritative state, server-authoritative validation, client only signals intent.

The Forge AI default for every system is server-authoritative. Combat damage: client fires intent ("hit player X"), server re-validates range and target. Currency: client fires intent ("buy item Y"), server checks leaderstats and deducts. Ammo: client fires intent ("shoot"), server checks mag count and deducts. The client never gets to write the resulting number.

Rate limits are the second layer. Every RemoteEvent should have a per-player rate cap (sliding window, default 20/sec for normal events, 5/sec for high-cost events). Without rate limits, exploiters can DoS your server by spamming events. Forge AI's rate-limit module is reusable across every Remote — wrap once, applies everywhere.

Input sanitization stops injection-style exploits. String inputs get length cap + character whitelist. Numbers get bounds check. Tables get depth + key cap. The sanitize helper returns nil on rejection — the calling code drops the request silently (no leak of which check failed, exploiters cannot fingerprint).

The Forge AI audit prompt is the proactive layer. One prompt scans your scripts for client-trusted patterns: damage written client-side, currency written client-side, missing rate limits, unvalidated input. Each finding reports the file, line, and a fix plan. Run the audit before launch and after every major feature add.

See more on the Luau generator, the game builder, or browse the full blog.

Frequently asked

What are the most common Roblox exploits?+

Top three: client-written damage (intercept the damage RemoteEvent and write 9999), currency/inventory writes (set leaderstats.Cash on the client), and ProcessReceipt non-idempotency (force a disconnect mid-purchase to get the item twice).

How does Forge AI's audit work?+

One prompt: 'audit my game for exploits.' Forge reads every script in ServerScriptService, ReplicatedStorage, StarterPlayer. It flags client-trusted damage, missing rate limits on Remotes, currency writes from LocalScripts, and unvalidated input. Each finding includes the file, line, and a fix plan.

Can I run the audit on a partial codebase?+

Yes. Forge sees only what is open in your place — if you only have CombatServer.lua loaded, the audit covers that file. Open the full place for a full audit.

Does this stop all exploits?+

No system stops all exploits. Server authority stops the most damaging class (state writes). Rate limits stop denial-of-service. Sanitization stops injection. Adversaries adapt — Forge ships the patterns, you keep auditing as the game grows.

What about Byfron / Hyperion?+

Roblox's anti-cheat (Hyperion on Windows) catches injection-based exploits at the process level. It does not catch logic-level exploits — those live in your code. Forge AI handles the code-level layer; Hyperion handles the process-level layer.

Related Forge AI prompts