




The character is everything.
Dungeons earn power, relics specialize it, the house amplifies and gates it. Every system answers one question: does this make the character stronger, more unique, or more respected?
I build the systems a Roblox game runs on: saves that survive a crash, an economy nobody can exploit, combat that feels fair. I also do UI, environment setup and lighting. Priced per package, or by the month.
discord is fastest. email works too.






The character is everything.
Dungeons earn power, relics specialize it, the house amplifies and gates it. Every system answers one question: does this make the character stronger, more unique, or more respected?
the fun part
↖ this one
Systems from other games, recorded in play. Swipe through them, or pick one off the playlist.
4 clips · 2:12 · jump to the player ↓
combat & abilitiesconfig-driven abilities, server-side hit validation
playlist4 clips · 2:12
clients ask, the server checks. prices, damage, loot and cooldowns are computed and validated on the server. a remote is a request, never a command.
session-locked saves, retries with backoff, a save on shutdown, versioned schemas with migrations. a lost save is the fastest way to lose a player.
every number a designer might tune lives in a config module. balancing a sword shouldn't need a scripter.
every connection, instance and thread has an owner that destroys it. no leaks on respawn, no server that gets slower every hour.
--!strict Luau and typed module APIs, so mistakes show up in Studio instead of in a live server.
microprofiler before any rewrite, and a budget for every remote. readable code unless the profiler says otherwise.
code samples are being cleared to leave the studio. ask on discord and i'll walk you through them.

lighting is the first thing players notice about a place. warm where they gather, cold where they shouldn't stay long.

i don't model. i take your models or licensed packs and place them so the world makes sense as soon as you spawn.

built in roblox, scaled for every screen, and wired to the systems behind it, so it never shows a number the server disagrees with.


$350 fixed
one self-contained system, dropped into your game and wired to what's already there
INCLUDESe.g. shop, daily rewards, inventory, codes, quests, round timer, leaderboards
$1,750 fixed
the base every game needs before content goes in. it's the part that costs the most to redo later
INCLUDESe.g. a new game from an empty baseplate, or replacing a core that keeps losing data
$2,500 / month
game core plus the gameplay systems, built through to a public launch. it takes months, so it's billed monthly
INCLUDESe.g. RPGs, fighting games, simulators, round-based games
$2,400 / month
a scripter on your team without hiring one. the best fit for games that keep shipping updates.
$35 / hour
bug fixes, performance passes, and rescuing a game someone else started.

$9.99
a scripted sailing ship, not just a model. it drives, heaves on the water, and keeps your players standing on the deck.
WHAT YOU GETno checkout yet. the buy button copies a message: send it to me on discord and i'll send the file.
the game, the system you need, a deadline and a rough budget. the brief below has the lines.
within a day: a written list of what's in and what's out, and a fixed price or an hour estimate.
team create or a rojo + git repo. something you can playtest every few days, not a month of silence.
clean, typed code, the config explained, short notes for the next scripter, then the bug-fix window.
no. i do UI, environment setup and lighting with your models or licensed packs, but i don't make the 3D models themselves.
yes. start with a code audit or a few hourly fixes, so you know what's worth fixing and what's worth replacing before bigger money goes in.
either. for anything bigger than one system i'd suggest rojo + git, so every change has history and nothing gets overwritten.
small changes get absorbed. bigger ones become a new line in the quote before i build them, so there's no surprise bill.
you do, once it's paid in full. nothing written for your game ends up in someone else's.
yes, if you've written some Luau already. mentoring works best once you can read a script. if you're starting from zero, go through the free roblox docs first and then come back.
not right now. USD through PayPal or Wise.
add me on discord and send the brief: copy it, fill in the blanks, paste it. i reply within a day.
hey kodo, game: (name + link, or 'not out yet') genre: what i need: package: (one system / game core / launch build / retainer / hourly / UI / lighting / environment / mentoring / audit / not sure) deadline: budget: