In short
To make a dress up game in Roblox Studio, build a dressing room where players pick clothes and accessories from racks or a menu, a runway, and a server round loop: announce a theme, give players a few minutes to dress, walk each player down the runway, collect star votes, then show the winner. Keep your own clothing items in ServerStorage and let the server put them on, so the client can only ask for items that exist.
- The wardrobe is the content: start with a small, good-looking set of items in a few styles, and add more every update.
- Count votes on the server: one vote per voter per player, never for yourself, stars from 1 to 5 only.
- Themes give every round a goal. Write a long list of them so they do not repeat in one session.
On this page
What makes a dress up game work
The loop in one line: see the theme, dress for it against the clock, walk the runway, vote, see who won, earn money for new clothes, play the next round.
| How often | What happens | What it needs from you |
|---|---|---|
| Every few seconds | Try on an item, change a colour | Instant changes and an easy way to undo them |
| Every round (about 5 minutes) | Theme, dressing, runway, vote, result | A clear timer, a runway moment for each player, a fair result |
| Every session | New items bought or unlocked | A currency earned from rounds and a shop |
| Every update | A new collection or theme pack | A pipeline for new items that needs no new code |
- A good wardrobe from the start. Thirty items that look great together beat three hundred that do not. Group them by category (tops, bottoms, shoes, hair, accessories) so players find things fast.
- Readable themes. "Beach day", "Royal ball", "Space explorer": a theme should give everyone an idea in one second.
- Everyone gets a moment. The runway walk is the payoff for the dressing time. Give each player a few seconds alone in the spotlight, with the camera on them.
- A vote that feels fair. Players notice when friends vote each other up or when someone always wins. Server-checked votes and averaged stars help.
- Low pressure for new players. A newcomer with few items should still be able to place well with a smart outfit.
Make the game your own: your own name, your own items and your own themes. The genre is open to everyone; another game's clothes, art and branding are not.
The systems you need
| System | What it does | Roblox pieces | Guide |
|---|---|---|---|
| Wardrobe | The items players can wear | Accessory objects in ServerStorage, or catalog IDs with HumanoidDescription | This page |
| Dressing room | Racks or a menu to pick items | ProximityPrompt on racks, or a ScreenGui | Character customization |
| Wear and remove | Puts items on, one per slot | Humanoid:AddAccessory on the server | This page |
| Round loop | Theme, dressing, runway, vote, results | A server Script, attributes for the HUD | Round system |
| Runway | Each player walks with the camera on them | PivotTo, Humanoid:MoveTo, a camera LocalScript | Cutscene script |
| Voting | Stars for each player, counted fairly | RemoteEvent, a server tally | This page |
| Currency and shop | Money per round, new items to buy | leaderstats, a shop GUI | Shop GUI |
| Saving | Owned items and saved outfits | DataStoreService, item names only | Data stores |
There are two ways to dress a character. Your own items: Accessory objects you made or are allowed to use, stored in ServerStorage and cloned onto the character with Humanoid:AddAccessory. Catalog items: build a HumanoidDescription with marketplace accessory IDs and apply it with Humanoid:ApplyDescriptionAsync. Your own items give you full control over the look and the slots; catalog items give a huge choice but you do not control what is in it. The script below uses your own items.
Build plan: from a baseplate to launch
First playable
- Make a small wardrobe: five or six Accessory items per category, each with a
Slotattribute (Hat,Hair,Top) in a folderServerStorage.Wardrobe. An accessory attaches by matching the Attachment name in its Handle with one on the character, so test each item on an R15 character first. - Build a dressing room with one rack per category, or a simple menu with a button per item that fires the
WearRemoteEvent with the item's name. - Add the script below and check that wearing a second hat replaces the first.
- Build the runway and a seating area that faces it, then add the vote: a row of five star buttons that fires
Votewith the player being rated and the stars. - Run a full round with three players in Studio's multi-client test: theme, dressing, runway, vote, result.
First public test
Thirty items, twenty themes, one runway and a results podium. Watch how long people spend in the dressing room (if most are done in a minute, the timer is too long), whether anyone gets a zero-star round in a row, and how many stay for a second round.
What to add for launch
- A shop with items bought with money earned per round, and a few starter items for everyone.
- Saved owned items and a few outfit slots to save a whole look.
- Colour or pattern choices for some items, which multiply the wardrobe without new models.
- Poses and a runway camera for each player's turn.
- Mobile layout checks: the item menu and the star buttons must be easy to tap on a phone.
- The Maturity and Compliance Questionnaire in the Creator Dashboard: Roblox restricts who can play a game without content maturity information.
The defining mechanic: outfits and a fair vote
This server script does the two things that must not be left to the client. Wear takes only an item name: the server finds the item in the wardrobe, removes whatever the player wears in that slot and puts a clone on. Vote takes a player and a star count: the server accepts 1 to 5 stars, ignores votes for yourself and keeps one vote per voter for each player, so a later vote replaces an earlier one instead of adding to it.
ServerStorage
Wardrobe Folder
Sunhat Accessory attribute Slot = "Hat"
LongHair Accessory attribute Slot = "Hair"
ReplicatedStorage
Wear RemoteEvent
Vote RemoteEvent
ServerScriptService
Fashion Script new
-- Script in ServerScriptService named Fashion.
-- Puts wardrobe items on characters and counts star votes on the server.
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ServerStorage = game:GetService("ServerStorage")
local wardrobe = ServerStorage:WaitForChild("Wardrobe")
local wearEvent = ReplicatedStorage:WaitForChild("Wear") :: RemoteEvent
local voteEvent = ReplicatedStorage:WaitForChild("Vote") :: RemoteEvent
-- what each player wears, by slot
local worn: { [Player]: { [string]: Accessory } } = {}
wearEvent.OnServerEvent:Connect(function(player, itemName)
if typeof(itemName) ~= "string" then
return
end
local item = wardrobe:FindFirstChild(itemName)
local character = player.Character
local humanoid = character and character:FindFirstChildOfClass("Humanoid")
if not item or not item:IsA("Accessory") or not humanoid then
return -- not a wardrobe item, or no character yet
end
local slot = item:GetAttribute("Slot")
if typeof(slot) ~= "string" then
return
end
local mine = worn[player] or {}
worn[player] = mine
local old = mine[slot]
if old then
old:Destroy() -- one item per slot
end
local copy = item:Clone()
humanoid:AddAccessory(copy)
mine[slot] = copy
end)
-- votes[target][voter] = stars, for the current round only
local votes: { [Player]: { [Player]: number } } = {}
local votingOpen = false
voteEvent.OnServerEvent:Connect(function(voter, target, stars)
if not votingOpen then
return
end
if typeof(target) ~= "Instance" or not target:IsA("Player") or target == voter then
return -- only other players
end
if typeof(stars) ~= "number" or stars ~= math.floor(stars) or stars < 1 or stars > 5 then
return -- whole stars from 1 to 5
end
local forTarget = votes[target] or {}
votes[target] = forTarget
forTarget[voter] = stars -- one vote per voter; a new vote replaces the old
end)
-- Call during the vote phase; returns each player's average stars.
local function runVote(seconds: number): { [Player]: number }
table.clear(votes)
votingOpen = true
task.wait(seconds)
votingOpen = false
local averages: { [Player]: number } = {}
for _, player in Players:GetPlayers() do
local total, count = 0, 0
local received: { [Player]: number } = votes[player] or {}
for _, stars in received do
total += stars
count += 1
end
averages[player] = if count > 0 then total / count else 0
end
return averages
end
Players.PlayerRemoving:Connect(function(player)
worn[player] = nil
votes[player] = nil
end)
-- one quick test round of voting
task.wait(10)
local results = runVote(20)
for player, average in results do
print(player.Name, string.format("%.1f stars", average))
end
A new character starts without the accessories, so clear worn[player] in CharacterAdded, or put the saved outfit back on. In the full round loop, call runVote after the runway, give money by place, and show the top three on a podium. Averages are fairer than totals, because players who got fewer votes (someone joined late) are not punished.
The hard part: votes and a wardrobe that keeps up
Two things decide whether a dress up game lasts: whether players trust the results, and whether there is always something new to wear.
- Friend voting. Friends will give each other five stars. Averaging helps; so does dropping each player's single highest and lowest vote when there are enough votes, and showing results only as places, not raw numbers.
- Vote quickly. Rate each player while they are on the runway, not all at the end, so people remember the outfit they are rating.
- No empty rounds. A player who did not vote at all can be skipped for the round reward, which keeps the vote alive.
- An item pipeline. Because the server reads the wardrobe folder, a new item is a modelling job: add the Accessory with its
Slotattribute and it works. Plan a small collection for every update. - Look after performance. Many players wearing many detailed items on one stage is heavy. Keep item meshes simple and limit how many items one outfit can have.
Monetization that fits a dress up game
Players in this genre happily pay for looks, which is what the game is about, so selling items is natural. The line to watch is the vote: paid items should look good, not win automatically.
| Roblox feature | Fits well | Feels unfair when |
|---|---|---|
| Game pass (bought once) | A premium collection, extra outfit slots, a runway pose pack, a VIP lounge | Paid items give extra stars or a better runway spot |
| Developer product (bought again and again) | A money pack for the shop, a one-off item | Free players cannot earn the same items at all |
| Private server (free or a monthly Robux fee) | Fashion shows with friends, photo shoots | Rarely: it only changes who is in the server |
| Subscription (monthly) | A monthly item drop, a daily money bonus | The monthly items are the only way to place well |
A developer product must be granted through MarketplaceService.ProcessReceipt so a purchase is never lost; the game pass guide covers pass checks and prompts. A subscription must keep its benefits for the full term. Roblox also pays creators through Creator Rewards, which replaced engagement-based payouts on 24 July 2025. Rewarded video ads, where your game qualifies, must reward a developer product and cannot be random: "double money this round" fits.
What brings players back
- New collections. A themed set of items every update, announced on the game page.
- Daily themes. A theme of the day with a bonus for placing well in it.
- Saved looks. Outfit slots let players keep their best looks and show them off.
- Daily rewards and codes. Money or an item for a login streak (daily rewards, codes).
- Levels. Experience per round that unlocks items, so even players who never win make progress.
Build a dress up game with RoCode
RoCode is an independent AI agent for Roblox Studio. You describe what you want in a web chat, and its free Studio plugin writes the Luau and creates the scripts, parts and UI in the place you have open. For a dress up game it works in rounds: first the dressing room and wearing items, then the round loop and runway, then the vote and the shop.
Make the first playable version of a dress up game: a dressing room with racks, a server script that puts Accessory items from ServerStorage.Wardrobe on the character with one item per Slot attribute, a runway with seats facing it, a round loop that shows a random theme, gives 3 minutes to dress and then a 20 second star vote counted on the server, and a results podium.
- Writes the server scripts for wearing items, the round loop and the vote, and builds the dressing room and runway from parts
- Can add ready-made screens such as a shop, an inventory, a round timer and daily rewards
- Builds the game a working part at a time, so you can play each step before the next
- Takes screenshots in edit mode to check how the stage looks
It cannot make clothing meshes or animations, publish the game, or judge which outfits look good: you still design the wardrobe. Free credits every day, no card needed. How RoCode builds a game.
Questions
How do I make a game like Dress to Impress?
Build the same kind of loop: a theme, a timed dressing room, a runway and a vote. Use your own name, clothes, art and themes. This page has the server script for wearing items and counting votes.
How do I put an accessory on a player with a script?
On the server, clone the Accessory and call humanoid:AddAccessory(clone). It attaches by matching the Attachment in the accessory's Handle with one of the same name on the character.
Can I use catalog items in my dress up game?
Yes, by putting their asset IDs in a HumanoidDescription and applying it with Humanoid:ApplyDescriptionAsync on the server. You do not control what is in the catalog, so many games mix it with their own items.
How do I stop people rigging the vote?
Count votes on the server only, accept whole stars from 1 to 5, ignore votes for yourself and keep one vote per voter per player. Use averages, and consider dropping each player's highest and lowest vote.
Do I need to make my own 3D clothes?
For a game with its own look, yes, or you need items you have the rights to use. Start small and well made; you can always add more in updates.
Sources and further reading
- Roblox Creator Docs: Humanoid:AddAccessory
- Roblox Creator Docs: Humanoid:ApplyDescriptionAsync
- Roblox Creator Docs: HumanoidDescription
- Roblox Creator Docs: TextService. filtering text players write
- Roblox Creator Docs: Developer products
- Roblox Creator Docs: Subscriptions
- Roblox Creator Docs: Creator Rewards
- RoCode guide: Character customization
How the code was checked: every script on this page passes Luau's strict type checker against Roblox's API definitions (luau-lsp, 4 November 2026). A type check catches misspelt APIs and wrong types, not game logic, so playtest in Studio before you publish.