§ How to · with Forge AI

How to make a Roblox simulator (with AI)

A Roblox simulator needs four wired-up parts: a tap-to-gain action, a shop, a rebirth system, and a save flow. Forge AI generates all four in 58 seconds — leaderstats, multipliers, and a top-cash leaderboard included.

8 files · 240 lines · 58 seconds · 1 credit. Tap, earn, rebirth, repeat.

Tap-to-gain action

Click or tap on a target Part fires a server event that increments leaderstats. Rate-limited per player to prevent auto-clickers.

Shop

Buy upgrades that increase per-tap currency. Configurable upgrade tree, cost scales by purchase count.

Rebirth math

Reset cash to 0, increment rebirth count, multiply per-tap by 1.1 per rebirth (configurable).

Leaderstats

Cash, rebirths, total earned. Visible in the player list HUD.

Save flow

DataStore-backed save on PlayerRemoving + every 60 seconds. Retry-with-backoff.

Top-cash leaderboard

Optional global leaderboard fed by OrderedDataStore. Top 10 visible in a SurfaceGui board.

Files Forge AI ships for this prompt

8 files · 240 lines · 58 seconds · 1 credit

ServerScriptService/SimulatorServer.lua

Tap event + currency add

64 lines

ServerScriptService/ShopService.lua

Upgrade purchase + multiplier apply

48 lines

ServerScriptService/RebirthService.lua

Rebirth math + multiplier persist

32 lines

ServerScriptService/SaveService.lua

DataStore wrapper with retry

38 lines

ReplicatedStorage/Remotes/TapRemote

Tap action RemoteEvent

instance

ReplicatedStorage/Remotes/ShopRemote

Shop purchase RemoteFunction

instance

StarterGui/SimulatorHUD.lua

Cash, rebirth, multiplier display

32 lines

StarterGui/ShopUI.lua

Upgrade list + buy buttons

26 lines

Sample output: ServerScriptService/SimulatorServer.lua

--!strict
-- ServerScriptService/SimulatorServer.lua  (Forge AI · excerpt)
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local TapRemote = ReplicatedStorage:WaitForChild("Remotes"):WaitForChild("TapRemote")

local TAP_RATE_LIMIT = 0.05  -- max 20 taps/sec
local lastTap: { [number]: number } = {}

TapRemote.OnServerEvent:Connect(function(player: Player)
    local now = tick()
    if lastTap[player.UserId] and now - lastTap[player.UserId] < TAP_RATE_LIMIT then return end
    lastTap[player.UserId] = now

    local stats = player:FindFirstChild("leaderstats")
    if not stats then return end
    local mult = player:GetAttribute("Multiplier") or 1
    local rebirthMult = 1 + (player:GetAttribute("Rebirths") or 0) * 0.1
    stats.Cash.Value += math.floor(1 * mult * rebirthMult)
end)

Building a Roblox simulator

Simulator is the easiest genre to ship and the easiest to ruin with auto-clickers. The single most important pattern is server-side tap rate limiting. Forge AI ships it by default: TapRemote rejects fires within 50ms of the last fire (20 taps/sec ceiling). Auto-clickers running at 100 taps/sec still only credit 20 — and a stricter ceiling can be added per-player.

The upgrade tree pattern is data-driven. Upgrades live in a Lua table with name, cost curve (function of owned count), and target multiplier. ShopService reads this table to render the shop UI and validate purchases. Adding a new upgrade is one entry, no new code path.

Rebirth uses the same exponential cost pattern as the tycoon page (1000 × 2^count). Per-rebirth multiplier is +0.1 (10% more cash per tap, compounding across rebirths). Owned upgrades reset by default — keeps progression compelling. Set a flag on individual upgrades to make them persistent across rebirth (premium-only perks).

The save flow is identical to the tycoon: SetAsync with retry, periodic 60-second autosave, BindToClose for graceful shutdown. Cash, rebirth count, owned upgrades persist. The optional cross-server leaderboard uses OrderedDataStore to query top-10 cash holders every 60 seconds — Roblox-side throttling caps the read rate so polling is bounded.

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

Frequently asked

How do you prevent auto-clickers?+

TapRemote is rate-limited to 20 taps/second server-side. An auto-clicker firing 100 times/second still only credits 20 — and a per-second cap can be added on top.

Can I add multiple shops (pets, weapons, multipliers)?+

Yes. ShopService is a generic upgrade-tree pattern. Add new upgrade categories with their own cost curves and multiplier targets.

How does rebirth interact with the shop?+

Rebirth resets owned upgrades by default — fresh start at higher base multiplier. Configurable: keep some upgrades persistent across rebirth via a flag in the upgrade table.

Does the leaderboard work cross-server?+

Yes. The optional OrderedDataStore-backed leaderboard reads top 10 across all servers. Updates every 60 seconds — Roblox throttles OrderedDataStore reads, so polling is bounded.

What about gamepass perks?+

VIP gamepass grants 2x multiplier, fast respawn, exclusive shop items. Forge wires the gamepass IDs you provide.

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