How to make a simulator game in Roblox

Click, earn, sell, upgrade, rebirth — the loop behind the biggest simulators, with a server-side script you can paste and the numbers that make it feel good.

Updated November 1, 20269 min read

A simulator is a number-goes-up game: players click to gain something, sell it for coins, and spend coins to gain faster. The genre lives or dies on progression math, so the scripts stay simple and the balancing is where you spend your time.

The core loop

Every simulator comes down to one loop that players repeat. Build this first, in grey blocks:

  1. Click to gain Power
  2. Sell Power for Coins at the sell zone
  3. Buy a better tool or a multiplier
  4. Rebirth for a permanent bonus

Systems you need

Click tool

A Tool the player activates. The server adds Power, with a cooldown so auto-clickers can't break the economy.

Sell zone

A part that converts Power into Coins when touched.

Upgrades

Tools or multipliers that cost Coins. Store the multiplier as a value or attribute on the player.

Rebirths

Reset Power, Coins and upgrades for a permanent multiplier. This is what keeps players for weeks.

Areas

New zones behind walls that need a Coin or rebirth amount — a visual goal to work toward.

Build order

  1. 1

    Leaderstats

    Power, Coins and Rebirths in leaderstats, plus a Multiplier attribute on the player.

  2. 2

    The click tool

    A Tool in StarterPack with the server script below.

  3. 3

    The sell zone

    A glowing pad near spawn that turns Power into Coins.

  4. 4

    Upgrade shop

    A few buttons or a GUI shop: each upgrade raises the multiplier. Do every purchase on the server.

  5. 5

    Rebirth and areas

    Add rebirths once the first 20 minutes feel good, then gate a second area behind them.

  6. 6

    Save everything

    Save Power, Coins, Rebirths and owned upgrades in one data store entry per player.

The key script: Click tool and sell zone

Where it goes: StarterPack > Lift (Tool) > LiftScript (Script).

  • Insert a Tool into StarterPack named Lift. Either add a Part named Handle inside it or set RequiresHandle to false.
  • Players need leaderstats with Power and Coins (IntValues), created by your player data script.
  • The sell zone is an anchored Part in Workspace named SellZone with the second script inside.
StarterPack > Lift (Tool) > LiftScript (Script)
-- Inside the Lift tool. Each player gets their own copy of the tool,
-- so "lastClick" is per player.
local Players = game:GetService("Players")

local tool = script.Parent
local COOLDOWN = 0.4
local lastClick = 0

tool.Activated:Connect(function()
	local player = Players:GetPlayerFromCharacter(tool.Parent)
	if not player then return end
	local now = os.clock()
	if now - lastClick < COOLDOWN then return end
	lastClick = now

	local multiplier = player:GetAttribute("Multiplier") or 1
	player.leaderstats.Power.Value += 1 * multiplier
end)

--------------------------------------------------------------------
-- Workspace > SellZone > SellScript (Script)
local Players = game:GetService("Players")
local zone = script.Parent
local COINS_PER_POWER = 1

zone.Touched:Connect(function(hit)
	local player = Players:GetPlayerFromCharacter(hit.Parent)
	if not player then return end
	local stats = player.leaderstats
	if stats.Power.Value > 0 then
		stats.Coins.Value += stats.Power.Value * COINS_PER_POWER
		stats.Power.Value = 0
	end
end)

How it works

  • The code above is two scripts — split it at the dashed line.
  • Activated fires on the server for a server Script inside a Tool, so the client never decides how much Power it gets.
  • The cooldown is the anti-auto-clicker: however fast someone clicks, they earn at most 2.5 clicks a second.

How simulators make Robux

  • 2× Power and 2× Coins game passes are the best sellers in the genre.
  • Auto-click pass — players love it, and it doesn't break anything because the server cooldown still applies.
  • Developer products for boosts that last 15–30 minutes.

You receive 70% of what players spend on game passes and developer products; Roblox keeps 30%.

Common mistakes

Prices that grow too slowly

If each upgrade costs only a bit more than the last, players max out in an hour. A common start: each upgrade costs about 1.5–2.5× the previous one.

Trusting the client

A RemoteEvent like AddPower(amount) lets exploiters send any number. The server decides every amount.

Rebirths too early or too late

The first rebirth should come after roughly 20–40 minutes of play, and should feel like a big jump.

FAQ

How do simulator games make money on Roblox?

Mostly from multiplier game passes (2× Power, 2× Coins), auto-click passes and timed boosts sold as developer products. You receive 70% of the Robux price.

How do I stop auto-clickers in my simulator?

Check the time between clicks on the server and ignore clicks that come faster than your cooldown. Then the click speed no longer matters.

What is a rebirth in a Roblox simulator?

A reset of a player's progress in exchange for a permanent bonus, usually a multiplier. It gives long-term players a reason to keep playing.

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