Game genres

How to make an RNG game in Roblox Studio

An RNG game, like the aura rolling games, is the simplest loop on Roblox: press a button, see what you got. That simplicity is the trap. With almost no gameplay to hide behind, the odds table is the whole design, and the moment you sell anything that touches those odds, Roblox's paid random items policy applies. This guide covers the design, the server code for a fair roll, and the policy in plain words.

Updated 26 October 202611 min readGenre guide

In short

To make an RNG game in Roblox Studio, keep one odds table in a ModuleScript that both the server and the client read, roll on the server with Random when a player asks, save what they got, and reveal it with a build-up animation. Add luck as a server-set multiplier on rare weights, announce very rare rolls to every server with MessagingService, and grow the game with a collection index, upgrades and new auras.

  • The server picks every result. The client only asks and plays the reveal.
  • Anything bought with Robux that gives a random result, or changes the odds, is a paid random item: show every outcome and its odds before purchase.
  • Check PolicyService for each player and hide or replace paid random items where ArePaidRandomItemsRestricted is true.
On this page
  1. What makes it work
  2. Systems
  3. Build plan
  4. Roll code
  5. Paid random items
  6. Monetization
  7. Retention
  8. With RoCode
  9. Questions
  10. Sources

What makes an RNG game work

The core loop in one line: roll, watch the reveal, keep the best result, get luckier or faster, roll again. There is no level to beat. The player plays against the odds table, and the table has to be designed as carefully as a level would be.

What the player does, and how often
How oftenWhat happensWhat it needs from you
Every second or twoA roll and a short revealA reveal that builds up longer and louder the rarer the result
Every few minutesA rare roll, a luck boost wearing off, an upgrade boughtRarities spaced so something new arrives often early on
Every sessionA new entry in the collection, a new best aura equippedA collection index with empty slots, and saving
Every updateNew auras, a limited-time pool, a new luck upgradeAn odds table you can extend without breaking old rolls
  • A rarity curve with a long tail. Show rarity as "1 in N" so players can feel the gap. Early rarities should arrive within a few minutes; the top ones should be stories players tell.
  • A reveal worth watching. The animation is the gameplay. A common roll should be quick so it never feels slow; a rare one earns a pause, a colour flash and a sound.
  • Showing off. The equipped aura is visible on the character, and the rarest rolls are announced to the server or every server. Rare results only matter if other people see them.
  • Progress besides luck. Roll speed, luck upgrades, inventory space, a collection to complete. Without these, a player with a bad hour has nothing to show for it.
  • Trust. Players compare notes. Odds you show must be the odds the server uses, and the server must be the only one deciding.

Egg and pet games use the same roll with a different reward; see the pet game guide and the egg hatching script.

The systems you need

RNG game systems and the Roblox pieces behind them
SystemWhat it doesRoblox piecesGuide
Odds tableEvery aura and its weight, read by server and clientModuleScript in ReplicatedStorageThis page
Server rollPicks a weighted result with a cooldownRandom, RemoteFunctionThis page, RemoteEvents
RevealSpins through names, then lands on the resultScreenGui, TweenService, SoundUI animations
Collection and storageKeeps owned auras, lets players equip and deleteDataStoreService, a grid GUIInventory, Data stores
Equipped auraShows the aura on the characterParticleEmitter, Attachment on the characterThis page
LuckMultiplies rare weights for a whilePlayer attributes set by the serverThis page
AnnouncementsTells every server about a very rare rollMessagingServiceThis page
Upgrades and shopRoll speed, luck tiers, storage slotsA shop GUI, MarketplaceServiceShop GUI, Game pass
LeaderboardsTotal rolls, rarest aura foundleaderstats, OrderedDataStoreLeaderboard

Build plan: from a baseplate to launch

First playable

  1. Write the odds table first. Six to ten auras with weights. Turn each weight into "1 in N" (total weight divided by its weight) and read the list as a player would: how long until the second rarity? The fifth?
  2. Add the roll server below and a single Roll button that prints the result. Roll a few hundred times in a test and check the counts look like the table.
  3. Make the reveal. A label that cycles through aura names and slows down onto the result. Make common rolls short.
  4. Save results to a list per player and add an equip button that puts a particle effect on the character.
  5. Add the odds screen: every aura with its percentage, read from the same module.

First public test

Roll button, reveal, storage, equip, odds screen, saving. Nothing for sale yet. Watch how long players stay before their first rare roll, and whether they come back the next day. If they leave before anything exciting happens, lower the early rarities before you add content.

What to add for launch

  • Upgrades bought with an earned currency: faster rolls, more storage, small luck tiers.
  • A collection index that shows unfound auras as silhouettes with their "1 in N".
  • Rare roll announcements, a rolls leaderboard and daily rewards.
  • Anything sold for Robux, only after the policy work in the next sections is done.
  • The Maturity and Compliance Questionnaire in the Creator Dashboard, so your game is not restricted for missing content maturity information.

The defining mechanic: a weighted roll on the server

The roll is a weighted pick: add up every weight, choose a random number below the total, and walk the list until it runs out. The module below holds the table and the maths. Because it lives in ReplicatedStorage, the client can require it to draw the odds screen, and the numbers it shows are computed from the exact table the server rolls with.

ModuleScript in ReplicatedStorage named Auras
-- ModuleScript in ReplicatedStorage named Auras.
-- One table drives the roll on the server and the odds the client shows, so they always match.
export type Aura = { name: string, weight: number }

local LIST: { Aura } = {
	{ name = "Common Glow", weight = 600 },
	{ name = "Ember", weight = 250 },
	{ name = "Frostbite", weight = 120 },
	{ name = "Stormcaller", weight = 25 },
	{ name = "Eclipse", weight = 4.9 },
	{ name = "Void Crown", weight = 0.1 },
}
local LUCK_FROM = 25 -- luck multiplies every aura this rare or rarer (weight at or below)

local Auras = {}
Auras.LIST = LIST

local function weightOf(aura: Aura, luck: number): number
	return if aura.weight <= LUCK_FROM then aura.weight * luck else aura.weight
end

-- Each aura's chance in percent for a player with this luck. They add up to 100.
function Auras.odds(luck: number): { [string]: number }
	local total = 0
	for _, aura in LIST do
		total += weightOf(aura, luck)
	end
	local result = {}
	for _, aura in LIST do
		result[aura.name] = weightOf(aura, luck) / total * 100
	end
	return result
end

-- Shows a percentage with four more decimal places than its first non-zero digit
function Auras.formatPercent(percent: number): string
	local places = if percent >= 1 then 4 else -math.floor(math.log10(percent)) + 4
	return string.format("%." .. places .. "f%%", percent)
end

-- The roll itself. Only the server calls this.
function Auras.roll(rng: Random, luck: number): string
	local total = 0
	for _, aura in LIST do
		total += weightOf(aura, luck)
	end
	local pick = rng:NextNumber(0, total)
	for _, aura in LIST do
		pick -= weightOf(aura, luck)
		if pick <= 0 then
			return aura.name
		end
	end
	return LIST[#LIST].name
end

return Auras

Luck multiplies the weight of every aura at or below LUCK_FROM. That makes rare auras more likely and common ones less likely, and Auras.odds(luck) returns the new percentages, so a client can redraw the odds screen while a boost is active. formatPercent rounds the way the policy allows: four decimal places below the first non-zero digit.

Script in ServerScriptService named RollServer
-- Script in ServerScriptService named RollServer.
-- Players ask to roll; the server picks the aura, keeps the cooldown and announces rare finds.
local MessagingService = game:GetService("MessagingService")
local PolicyService = game:GetService("PolicyService")
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")

type AurasModule = { roll: (Random, number) -> string, odds: (number) -> { [string]: number } }
local Auras = require(ReplicatedStorage:WaitForChild("Auras")) :: AurasModule

local ROLL_COOLDOWN = 1 -- seconds between rolls
local ANNOUNCE_BELOW = 1 -- auras under 1% chance are announced to every server
local TOPIC = "RareRoll"

local function remote(name: string): RemoteFunction
	local r = Instance.new("RemoteFunction")
	r.Name = name
	r.Parent = ReplicatedStorage
	return r
end

local rng = Random.new()
local lastRoll: { [Player]: number } = {}

remote("Roll").OnServerInvoke = function(player: Player)
	local now = os.clock()
	if now - (lastRoll[player] or 0) < ROLL_COOLDOWN then
		return nil
	end
	lastRoll[player] = now
	-- Luck is an attribute only server scripts set, from earned boosts or a paid potion
	local luck = math.max(1, tonumber(player:GetAttribute("Luck")) or 1)
	local aura = Auras.roll(rng, luck)
	if Auras.odds(luck)[aura] < ANNOUNCE_BELOW then
		pcall(function()
			MessagingService:PublishAsync(TOPIC, player.DisplayName .. " rolled " .. aura .. "!")
		end)
	end
	return aura
end

-- The shop asks before it shows a paid luck potion. false: hide it and offer an earnable boost.
remote("CanBuyLuck").OnServerInvoke = function(player: Player)
	local ok, info = pcall(function()
		return PolicyService:GetPolicyInfoForPlayerAsync(player)
	end)
	return ok and info.ArePaidRandomItemsRestricted == false
end

pcall(function()
	MessagingService:SubscribeAsync(TOPIC, function(message)
		print(message.Data) -- replace with a banner on every client
	end)
end)

Players.PlayerRemoving:Connect(function(player)
	lastRoll[player] = nil
end)

The client calls Roll:InvokeServer() and plays the reveal for whatever name comes back. A nil means the cooldown was not over. Luck comes from a Luck attribute that only server scripts write, so a player cannot raise it from their own client. Store the result in the player's saved list before returning it, so a crash during the reveal never loses a roll.

Monetization that fits an RNG game

Because the policy covers luck and paid rolls, the cleanest RNG monetization sells things that are not random at all. These are the usual options, and how each one sits with the policy:

What to sell in an RNG game
Roblox featureExamplePolicy note
Game pass (bought once)More storage slots, a quick reveal, an extra equip slotNot random and does not change odds
Game pass (bought once)A permanent luck multiplierA probability modifier: explain it in numbers, update shown odds, apply PolicyService treatments
Developer product (bought again)A 10-minute luck potionA probability modifier, same rules as above
Developer product (bought again)A pack of rollsA capsule item: full odds before purchase, PolicyService treatments
Subscription (monthly)A daily free roll bundle and a monthly cosmeticKeep the benefits for the full term once live
Private serverRolling with friendsNot random

The policy page does not list speed passes such as auto roll or faster rolls. They do not change the odds of a single roll, but they do buy more random results per minute, so the careful choice is to treat them like the paid rolls above: keep the odds screen up to date and apply the PolicyService treatment to players who are restricted.

Two other rules: rewards for rewarded video ads must be developer products and cannot be randomized items, so "watch an ad for a free roll" is out, while "watch an ad for a fixed currency bonus" fits. And Roblox's Creator Rewards program replaced engagement-based payouts on 24 July 2025. The Robux tax calculator shows what a sale earns after Roblox's cut.

What brings rollers back

  • The collection index. Empty silhouettes with their "1 in N" are a to-do list. Reward completing a tier of the index with a permanent, earned luck bonus.
  • Free luck that is earned. A luck boost for playing 15 minutes, or a daily one from a daily reward streak. Unpaid rewards keep the loop going for players who never buy.
  • Server events. A short window where everyone in the server rolls with more luck turns a quiet server into a crowd watching the same screen.
  • Limited auras. A pool that only exists for a season gives a reason to come back during it. Disclose its odds like any other.
  • Quests. "Roll 200 times", "find an aura rarer than 1 in 1,000". They give structure to a loop that has none of its own.
  • Codes for free rolls or earned boosts at update time (codes guide).

Build an RNG game with RoCode

RoCode is an independent AI agent for Roblox Studio. You describe the game 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 an RNG game, ask for the roll and odds first, then add the reveal, storage and upgrades in later rounds.

You type

Make the first playable version of an aura RNG game: an odds table of 8 auras in a ModuleScript, a Roll button that asks the server to roll with weighted odds and a 1 second cooldown, a reveal that cycles names and lands on the result, an odds screen with every aura as a percentage, saved storage of rolled auras, and an equip button.

RoCode does
  • Writes the odds module and the server roll, with the result decided on the server
  • Can add ready-made screens such as an inventory, a collection index, notifications, a shop and daily rewards
  • Builds the game a working part at a time, so you can test the roll before the reveal
  • Can run a test robot that clicks buttons and reports PASS or FAIL when the agent decides to check

Build this in Studio

It cannot judge whether your odds feel good, make custom particle textures or meshes, or publish the game. Free credits every day, no card needed. How RoCode builds a game.

Questions

Do I have to show odds in a Roblox RNG game?

You must show every outcome and its numerical odds for any random item bought directly or indirectly with Robux, including luck boosts. For rolls that are completely free and not affected by anything paid, the policy says you do not have to, though many players expect it.

Can a luck potion be sold for Robux?

Yes, but the policy lists luck boosts as probability modifier items. Explain the effect in numbers before purchase, update the shown odds while it is active, and use PolicyService to hide it or offer another treatment for restricted players.

Why roll on the server and not the client?

Anything a client decides, a cheater can change. The server picks the result with Random and the client only plays the reveal, so the result cannot be forced.

How do I make "1 in a million" auras?

Give the aura a weight a million times smaller than the total of all weights. Weights do not need to be whole numbers, as the 0.1 weight in the table above shows.

Can I make an RNG game without scripting?

Not a working one: the roll, saving and the odds screen are all scripts. You can paste the code on this page, or describe the game to an AI tool such as RoCode and test what it builds.

Sources and further reading

How the code was checked: every script on this page passes Luau's strict type checker against Roblox's API definitions (luau-lsp, 26 October 2026). A type check catches misspelt APIs and wrong types, not game logic, so playtest in Studio before you publish.

Try RoCode on your own place.

Free every day, no card required. Install the plugin, describe the feature, and review what lands in Studio.