From idea to in-game.

I script Roblox games: combat, economies, pets, UI and saving, from the first idea to the final details.

StudioPhantom Studio
Commission scripting

StackLuau · Roblox Studio
Server-first, typed

Every system is playtested and cheat-tested before you see it.

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01

Selected work

Demo systems built, playtested and cheat-tested in my own showcase place. Recorded in the live Roblox client.

Simulator system · Demo · 2026

Pet Hatching & Following

Eggs, a cinematic hatch reveal, and pets that follow you and boost your coins.

  • Every roll happens on the server, using the same odds shown on the egg
  • Pet ownership and the equip limit are checked on the server
  • Followers are drawn on each player's device, so they cost the server nothing
  • Cheat-tested: fake pet IDs, junk data and spam are rejected
Credits

The pet models, UI design, icons and sound effect in this clip are third-party assets and are not my own work. All scripting and systems shown are by Phantom Studio.

Shop & saving · Demo · 2026

Exploit-proof Shop

A shop that saves every purchase, with a live exploit tester trying to break it.

  • The client sends only an item ID; prices and limits live on the server
  • Fake prices, made-up items and edited coins are all rejected
  • Spam is rate-limited, and 10 buys at once charge you exactly once
  • Session-locked saving, confirmed before the "saved" badge shows
Credits

The pet model in the Extra Pet Slot icon is a third-party asset, and saving uses ProfileStore by loleris (open source, Apache 2.0). All scripting, systems and UI shown are by Phantom Studio.

Combat system · Demo · 2026 · Sound on

Sword Combat & Ragdoll

A four-hit sword combo with a ragdoll finisher, tested against live cheat attempts.

  • The server picks the combo step, the timing and what gets hit
  • A hitbox swept across the swing, with range, facing and wall checks
  • 30 swings sent at once deal one swing's damage
  • Ragdolls that knock down and get back up cleanly
Credits

The sword model and aura ("Sword Auras" by RexR_Reborn) and the sword animations are third-party assets, and the sound effects are from Pro Sound Effects via Roblox. All scripting and systems shown are by Phantom Studio.

More work

Smaller systems from the same showcase place.

All of it, under attack

The exploit tester throws seven cheats at these systems on the live server: a speed hack, a teleport, fake coin claims, fake and reused codes, picking your own daily reward and junk settings. Every one is blocked, clamped or undone.

Coin pickup

Coins the server spawns and collects by distance, so there's no pickup request to fake. Magnet pull, fly-in and popups on the client.

Round system

Coin Rush: a lobby pad, an intermission countdown, a 30-second round and a winner card with rewards.

Doors, levers & chests

Interactables driven by server state. The chest needs power from the lever, and every prompt re-checks distance on the server.

Settings, codes & daily rewards

Settings saved to your profile, one-use codes checked on the server, and a 7-day daily streak timed by the server's clock.

Global leaderboard

Top earners across every server from an OrderedDataStore, with avatars, refreshed every minute.

Sprint, stamina & dash

Stamina, sprint and dash, kept honest by a server-side speed and teleport check.

Credits

The coin sound is a third-party Creator Store asset, and the chest and dash sounds are from Pro Sound Effects via Roblox. All scripting, systems and UI shown are by Phantom Studio.

02

What I build

Things I can script for you. Something else in mind? Ask.

  • 01Combat & abilities
  • 02Swords, guns & tools
  • 03Ragdoll & knockback
  • 04Currency & economy
  • 05Shops & Robux purchases
  • 06Saving & player data
  • 07Pets, eggs & gacha
  • 08Inventory & trading
  • 09Rounds, lobbies & game modes
  • 10Matchmaking & teleports
  • 11UI scripting & interfaces
  • 12Animated menus & HUDs
  • 13Global leaderboards
  • 14Quests, NPCs & dialogue
  • 15Codes & daily rewards
  • 16Tycoons & building systems
  • 17NPC AI & pathfinding
  • 18Vehicles
  • 19Cameras & cutscenes
  • 20Animation & VFX scripting
  • 21Admin & moderation tools
  • 22Anti-exploit & server security
  • 23Bug fixing & code review
  • 24Optimization & lag fixes
03

How a commission works

  1. Brief

    You describe what you want. I ask the questions that usually cause rework later: what saves, who sees what, which platforms.

  2. Quote

    A written scope, price and timeline before any work starts. No surprises.

  3. Build & test

    Written and playtested in Studio on server and client, including the ways a cheater would try to break it.

  4. Deliver

    Scripts plus setup notes: where each one goes, what it needs, and anything it deliberately doesn't do.

04

Good questions

How much does a commission cost?

Every project is quoted individually after a short brief, because a simple shop and a full combat system are very different jobs. Message me and you'll get a written quote.

Can you work inside my existing game?

Yes. I work within your current structure and follow your code style, so the new system feels like it was always there.

Can you fix exploits in scripts I already have?

Yes. A review ranks problems exploits first, then data loss, then performance, then everything else.

How long does it take?

It depends on scope. The timeline is part of the written quote, before you commit to anything.

How do I pay?

Payment terms are agreed with you before work starts.

Start a commission

Let's build it.

A rough idea is fine. I'll ask the rest.