How to make a survival game in Roblox Studio

Hunger, resources, crafting and nights that get harder — the systems behind Roblox survival games, the order to build them, and a complete hunger script.

Updated November 2, 202610 min read

A survival game gives players a need that never stops (hunger, warmth, safety) and a world that pushes back. The fun is in the trade-off: gather now and risk the dark, or play safe and run out of food. Survive-the-nights games, zombie survival and wilderness games all share this core.

The core loop

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

  1. Gather wood, stone and food in the day
  2. Craft tools and build or repair a base
  3. Survive the night's threats
  4. Wake up stronger and go further out

Systems you need

Needs

A hunger (and optionally thirst or warmth) value that drains over time and hurts the player at zero. Kept on the server as player attributes.

Gathering

Trees and rocks with a Health attribute; hitting them with a tool lowers it and drops resources. Respawn them after a few minutes.

Crafting

A table of recipes (2 wood + 1 stone = axe). The client asks through a RemoteEvent; the server checks the inventory and does the crafting.

Day and night

A day/night cycle where night spawns enemies or drops the temperature. Each night a bit harder than the last.

Base building

Walls and campfires placed on a grid. Start with a few fixed build spots before you write free placement.

Saving

Save inventory and progress with DataStoreService, or make rounds short enough (one run = one session) that nothing needs saving.

Build order

  1. 1

    Map and day/night

    A forest area with a clear safe spot (a campfire). Add the day/night cycle first; it sets the rhythm for everything else.

  2. 2

    Hunger and food

    The script below. Play for five minutes: if you starve before finding food, slow the drain.

  3. 3

    Gathering and inventory

    One tool, two resources, a simple inventory shown on screen.

  4. 4

    Night threats

    Enemies that spawn at dusk, head for players and despawn at dawn. Reuse a pathfinding monster script.

  5. 5

    Crafting and building

    Three or four recipes that clearly help survive the night: a better axe, a wall, a torch.

  6. 6

    Progression

    Count nights survived and show it on the leaderboard — it's the score players brag about.

The key script: Hunger that drains, food that refills it

Where it goes: ServerScriptService > Survival (Script).

  • Make a few food parts (berries, apples), anchored, each with a ProximityPrompt inside, and tag them Food (Properties → Tags).
  • Optional: give a food part a number attribute Restore (how much it fills) and RespawnSeconds.
  • Show hunger on screen with a LocalScript that reads player:GetAttribute("Hunger") and listens to GetAttributeChangedSignal("Hunger").
ServerScriptService > Survival (Script)
local Players = game:GetService("Players")
local CollectionService = game:GetService("CollectionService")

local MAX_HUNGER = 100
local DRAIN_PER_SECOND = 0.5 -- full to empty in about 3 minutes
local STARVE_DAMAGE = 5 -- per second at zero hunger

Players.PlayerAdded:Connect(function(player)
	player.CharacterAdded:Connect(function()
		player:SetAttribute("Hunger", MAX_HUNGER)
	end)
end)

local function setupFood(part)
	local prompt = part:FindFirstChildOfClass("ProximityPrompt")
	if not prompt then
		return
	end
	prompt.ActionText = "Eat"
	prompt.ObjectText = part.Name
	local visible = part.Transparency

	prompt.Triggered:Connect(function(player)
		local hunger = player:GetAttribute("Hunger")
		if not hunger or not prompt.Enabled then
			return
		end
		prompt.Enabled = false
		player:SetAttribute("Hunger", math.min(MAX_HUNGER, hunger + (part:GetAttribute("Restore") or 30)))
		part.Transparency = 1
		task.wait(part:GetAttribute("RespawnSeconds") or 60)
		part.Transparency = visible
		prompt.Enabled = true
	end)
end

for _, part in CollectionService:GetTagged("Food") do
	setupFood(part)
end
CollectionService:GetInstanceAddedSignal("Food"):Connect(setupFood)

while true do
	task.wait(1)
	for _, player in Players:GetPlayers() do
		local character = player.Character
		local humanoid = character and character:FindFirstChildOfClass("Humanoid")
		local hunger = player:GetAttribute("Hunger")
		if humanoid and humanoid.Health > 0 and hunger then
			hunger = math.max(0, hunger - DRAIN_PER_SECOND)
			player:SetAttribute("Hunger", hunger)
			if hunger == 0 then
				humanoid:TakeDamage(STARVE_DAMAGE)
			end
		end
	end
end

How it works

  • Hunger lives in a player attribute set by the server. Attributes replicate, so your hunger bar can read it, but a client can't refill itself.
  • Hunger resets to full on each respawn. For a harder game, keep the value on death and only reset it at the start of a new run.
  • Add thirst or warmth the same way: another attribute, another drain rate. Make warmth drain only at night or away from a campfire.

How survival games make Robux

  • Cosmetics: outfits, campfire styles, tool skins.
  • A private server option for groups who want to play together.
  • Keep survival itself fair: selling food, health or stronger weapons for Robux makes the challenge pointless for everyone.

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

Common mistakes

Needs drain too fast

If players spend the whole game looking for food, the other systems never matter. Tune the drain so food is a background worry.

Inventory on the client

Items and crafting must be checked on the server. A client-side inventory lets exploiters craft anything.

Nights that never change

Night 10 should feel different from night 1: more enemies, new types, colder nights. Without escalation there's no reason to keep going.

FAQ

How do I make a hunger bar in Roblox?

Store hunger on the server as a player attribute, drain it every second, and refill it when the player eats. A LocalScript reads the attribute and resizes a Frame inside a ScreenGui to draw the bar.

How do I make enemies spawn at night in Roblox?

Watch Lighting.ClockTime (or Lighting:GetMinutesAfterMidnight()) in a server script. When it passes your night hour, clone enemies from ServerStorage at spawn points, and remove them at dawn.

Does a survival game need to save progress?

Only if runs are long. Short runs that start fresh each time need no saving; open-world survival with bases and inventories should save with DataStoreService.

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