SWORD COMBAT SYSTEM
Server-side sword combat with HitStop, block and parry, stamina and replicated VFX. Built so it can't be faked from the client.
The backend stuff most devs skip. Replicated combat, modular gameplay, the unsexy code your players will never see.
Built so your next dev won't curse my name.
Spent the last four years figuring out the parts of Roblox dev that nobody posts about. Replication, exploit handling, framework architecture, all the invisible stuff that quietly makes or breaks a game at scale.
I'd rather write boring code that holds up at 100 players than clever code that falls apart at 30. Most of my work looks unremarkable on first read. That's the point.
Server-side sword combat with HitStop, block and parry, stamina and replicated VFX. Built so it can't be faked from the client.
An admin panel with 40+ chat commands, all locked behind a rank check and validated on the server. Moderation, server control and live player effects.
An atmospheric horror build with custom lighting, gothic architecture and cinematic post-FX. Not somewhere you'd want to be alone.
The main menu for Classic Tower Defense, with an animated camera intro and everything flowing cleanly between screens.
A gacha summon panel with real drop rates and animated reveals, plus a full inventory grid showing every stat.
A drone swarm that flocks on its own using Reynolds' three rules, with a spatial grid so it stays fast as the numbers grow.
Real payments from real clients. Click any card to see the full screenshot. New ones added as commissions close.
Anyone can write code that runs. I write code that's still clean, fast, and maintainable six months after delivery.
| SYSTEM TYPE | WHAT'S INCLUDED | DELIVERY | PRICE |
|---|---|---|---|
SMALL SYSTEMS Abilities, UI logic, bug fixes |
Drop-in script + help wiring it up | 1–2 days |
$15 – $30 4.3K – 8.6K |
MEDIUM SYSTEMS Inventory, combat, missions |
Scripts + docs your team can pick up | 3–5 days |
$50 – $125 14K – 36K |
ADVANCED SYSTEMS Replicated combat, gameplay loops, scalable architecture |
Full delivery, walkthrough, reference doc | 1–3 weeks |
$400 – $1000+ 115K – 285K+ |
Full ownership transfers on final payment. No licenses, no royalties, no strings. Use it, modify it, sell whatever you build on top of it.
Free revision rounds in every tier. 1 for Small, 2 for Medium, 3 for Advanced. For catching what slipped through the brief or polishing what feels off.
Any bug in the delivered code, reported within 14 days, gets fixed free. No invoicing. No "out of scope" excuses. Broken is broken.
Loom videos every Friday showing what's done and what's next. You won't have to ask where the project's at.
Half upfront when scope is approved, half on delivery. No surprise costs mid-build. If I can't finish, you paid for half. If you walk, I keep half.
I'll sign your NDA before discussing scope. No friction. Project details stay private if you ask, and code stays off my public portfolio too.
Depends on scope. Real ballparks based on past projects:
Small system (single inventory, basic combat, a polished menu): 3-7 days.
Medium (server-authoritative combat with VFX, full gameplay loop, replicated systems): 2-3 weeks.
Advanced (multi-system architecture, complex replication, custom tooling): 4-6 weeks.
The written proposal in Step 02 locks in your exact timeline. I don't quote vague ranges once we've talked through scope.
I'm in GMT-4 (Atlantic / US Eastern time). Most active hours are 10am to 10pm, which lines up nicely with US, Latin America, and parts of Europe.
Here's roughly what to expect. During work hours I'm usually back to you in under 2 hours, often within 30 minutes. Off hours it's same day or the next morning. Weekends I still reply, just less consistently, since I respect my own off time and you should too.
If you need guaranteed sub-1-hour replies or 24/7 support, I'm not your dev. See the Fit Check.
Yes, with two conditions. One: you share the codebase during the discovery call so I can scope it honestly. Two: the existing code is in workable shape. I won't rewrite a tangled mess and call it "additions".
If the code is rough, I'll be upfront. Either we refactor first (separate quote), or I work around the bad parts without touching them. No surprise rewrites mid-project.
I've added systems to live games before. It's normal work. Just need full read access to your repo or place file before quoting.
Good thing to ask, and most devs dodge it. Here's the plan:
If life happens (illness, family emergency, whatever) and I can't deliver on the agreed timeline, I notify you immediately. We either extend the deadline or I refund the unused portion of your 50% deposit, pro-rated to what's done.
Daily commits to your private repo mean you always have the latest work. You're never left with nothing. Worst case: you take what's done and another dev finishes from there.
I've never had to invoke this. But it's how I'd handle it, and you deserve to know before paying.
Yes, with a rush surcharge of +30% to +50% depending on how compressed the timeline is.
Rush rates exist because they mean reshuffling my schedule, declining other clients, or working extended hours. None of which I do at standard pricing. I'm honest about that instead of pretending it's the same effort.
If your budget doesn't fit the rush rate, I'll tell you upfront and we adjust the timeline or part ways. I won't agree to an unrealistic deadline just to win the job.
PayPal is the main option. Most clients use this.
Visa and Banreservas also work. Just let me know upfront so I send the right details.
Robux is accepted too. I go by the DevEx rate which is 100K R$ = $350. Small and Medium jobs need the full amount upfront. Advanced keeps the normal 50/50. No splitting half Robux half cash.
Roblox only, professionally. I've touched other engines (Unity, Godot) for personal stuff, but I don't take paid work outside Roblox.
Honest reason: I'd rather be really good at one thing. A senior Roblox dev knows the engine's quirks, Studio gotchas, replication edge cases, DataStore limits, Luau idioms. None of which transfer cleanly to Unity.
If you need Unity or Unreal work, happy to refer you to people I trust in those communities.
Yes. For projects above $500, I sign a written contract covering scope, payment, IP transfer, confidentiality, and termination clauses. Not exciting, but it protects us both.
For projects under $500, the written proposal (Step 02) plus your approval reply works as the agreement. Faster, and fine for small scopes.
If you bring your own contract template (some studios do), I'll review it within 48 hours and either sign or flag clauses I need adjusted. I don't sign contracts blind.
DM me on Discord with what you need and your budget. I usually reply in a few hours, never more than 24.