MURNED
ROBLOX SYSTEMS

Roblox Code
Built to Survive
Launch Day.

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.

COMBAT INVENTORY UI / MENUS VFX AI
DEVELOPER
Murned
CURRENT STATUS
ACCEPTING COMMISSIONS
DELIVERY TIME
DAYS TO WEEKS
EXPERIENCE IN ROBLOX STUDIO
4+ YEARS
TIME ZONE
GMT-4, EASTERN
PAYMENT
PAYPAL, ROBUX, BANK
COMBAT SYSTEMS
INVENTORY LOGIC
HITSTOP & VFX
AI SIMULATION
ATMOSPHERIC LIGHTING
UI / MENU SYSTEMS
REPLICATED ANIMATIONS
MODULAR OOP
COMBAT SYSTEMS
INVENTORY LOGIC
HITSTOP & VFX
AI SIMULATION
ATMOSPHERIC LIGHTING
UI / MENU SYSTEMS
REPLICATED ANIMATIONS
MODULAR OOP
01
// ABOUT

Clean Code.
Built to Last.

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.

Built for player count
Tight loops, minimal remote traffic, efficient state. The assumption is always that 50+ people will be in your server at once.
Modular by Default
Every system is plug-and-play. Drop it into any project, extend it anytime, zero spaghetti code.
Secure by Design
Server-authoritative logic, sanity checks, and exploit detection are baked in, not bolted on later.
Clean Handoff
Organized scripts, documentation, integration walkthrough. You never have to guess what anything does.
// SERVICES

What I Build

SCOPE → QUOTE → BUILD
NO SURPRISES
01
SMALL SYSTEMS
Abilities Simple UI Bug fixes Game mechanics
$15 – $30
02
MEDIUM SYSTEMS
Inventory Combat Missions Progression
$50 – $125
03
ADVANCED SYSTEMS
Frameworks Multiplayer Anti-Exploit Engine Modules
$400 – $1000+
// SHOWCASE

Selected Work

Sword Combat System gameplay preview: character fighting attack dummies with blood splash VFX
COMBAT SYSTEM

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.

COMBATHITSTOPREPLICATION
Admin Command System preview: full chat command list rendered in-game, including kick, ban, jail, freeze, teleport, forcefield, and server control commands
ADMIN / MODERATION

ADMIN COMMAND SYSTEM

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.

ADMINMODERATIONSERVER
Dark Library environment preview: atmospheric horror interior with custom lighting
FEATURED BUILD

DARK LIBRARY

An atmospheric horror build with custom lighting, gothic architecture and cinematic post-FX. Not somewhere you'd want to be alone.

HORRORLIGHTINGPOST-FX
Classic Tower Defense main menu preview: animated UI with Start, Settings, and Changelogs
UI / MENU SYSTEM

CTD: MAIN MENU

The main menu for Classic Tower Defense, with an animated camera intro and everything flowing cleanly between screens.

UIMENUCTD
Classic Tower Defense inventory and summon system preview: gacha drop animation and grid inventory
GAMEPLAY SYSTEM

CTD: INVENTORY & SUMMON

A gacha summon panel with real drop rates and animated reveals, plus a full inventory grid showing every stat.

INVENTORYGACHADATASTORE
Boid flocking simulation preview: drone swarm with emergent flocking behavior at night
SIMULATION / AI

BOID FLOCKING SYSTEM

A drone swarm that flocks on its own using Reynolds' three rules, with a spatial grid so it stays fast as the numbers grow.

LUAUCFRAMEMETATABLES
// PROOFS

Receipts

Real payments from real clients. Click any card to see the full screenshot. New ones added as commissions close.

1
paid
commission
PayPal payment receipt of $50 USD from NotWasp to Murned
PAYPAL
$50.00USD
From NotWasp
Apr 13, 2026
// WHY ME
You're not
hiring a
scripter.
You're hiring
a system
thinker.

Anyone can write code that runs. I write code that's still clean, fast, and maintainable six months after delivery.

Clean, scalable architecture
SOLID principles, readable structure, modular design. The kind of code that's easy to come back to months later.
Honest timelines, no ghosting
Small jobs in days, frameworks in weeks. You get progress updates the whole way, and a heads-up the moment something shifts.
Multiplayer-first thinking
Concurrency, replication, and player count are considered from the first line, not patched in later.
Drops straight into your project
Every system is built to integrate with minimal friction. No rewrites required.
I explain what I build
You won't get a black box. You'll understand your own system and how to extend it.
// PRICING

Transparent Pricing

All prices are fixed. No hidden fees.
Quote confirmed before work starts.
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+
ADD-ONS
Support Package +$25 / +7K R$
UI / VFX +$25–$75 / +7K–21K R$
Priority Queue +$50–$150 / +14K–43K R$
R$ Robux at DevEx rate (100K R$ = $350). See FAQ for payment conditions.
// GUARANTEES

Built In, Not
Add-Ons.

Every project includes these. No upsell, no fine print.
Same deal at every tier.

Source Code Is Yours

Full ownership transfers on final payment. No licenses, no royalties, no strings. Use it, modify it, sell whatever you build on top of it.

→ 100% transfer on final payment

Revisions Included

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.

→ 1 / 2 / 3 rounds by tier

14-Day Bug-Fix Window

Any bug in the delivered code, reported within 14 days, gets fixed free. No invoicing. No "out of scope" excuses. Broken is broken.

→ 14 days, zero questions

Weekly Progress Updates

Loom videos every Friday showing what's done and what's next. You won't have to ask where the project's at.

→ never radio-silent

50 / 50 Payment Split

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.

→ 50% to start, 50% on delivery

NDA & Privacy Friendly

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.

→ NDA, confidential by default
// PROCESS

How It Works

01
DAY 0 FREE, NO COMMITMENT
You reach out, we talk scope
A short Discord chat (15-30 min) or async DM exchange. You tell me what you're building, I tell you honestly if I'm the right dev for it. If we're not aligned, we part ways friendly. No charge, and I won't try to talk you into anything.
DISCORD ASYNC FRIENDLY NO PRESSURE
02
DAYS 1-2 FREE, STILL NO COMMITMENT
I send a written technical proposal
Within 48 hours: a written breakdown of scope, deliverables, timeline, and a fixed price. I'll flag risks I see and propose alternatives where useful. Nothing starts, and nothing gets paid, until you approve it.
WRITTEN QUOTE FIXED PRICE NDA AVAILABLE
03
DAY 3 50% UPFRONT, WORK BEGINS
Kickoff: deposit + private repo
You pay 50% upfront via PayPal, crypto, bank transfer or Robux. I spin up a private GitHub repo you get access to plus a dedicated Discord channel for day-to-day. Work starts same day.
PRIVATE REPO DAILY ACCESS 50% DEPOSIT ROBUX OK
04
DAYS 3 → DELIVERY IN PROGRESS
I build, you stay in the loop
Daily commits to the private repo. Every Friday you get a Loom video walking through what's done, what's next, and any blockers. If something risks the deadline, I flag it within 24 hours, not at the end. In-scope revisions happen here, no extra charge.
WEEKLY LOOM DAILY COMMITS REVISIONS INCLUDED 24H BLOCKER NOTICE
05
FINAL DAY + 14 DAYS 50% ON DELIVERY
Delivery + 14-day bug-fix window
Final handoff: code, documentation, and a Discord walkthrough if you need it. You pay the remaining 50%, full source ownership transfers. The next 14 days are free bug-fix territory. Anything broken in delivered code gets fixed. No invoicing. No "out of scope" excuses.
SOURCE OWNERSHIP 14-DAY BUG-FIX DOCUMENTATION INTEGRATION SUPPORT
// HONEST FILTER

Am I Your
Dev?

Filtering bad-fit clients early saves us both time.
If you're not sure, ask before booking.
A Good Fit If...
→ LET'S TALK
  • You've got real budget for the scope you need (around $50+ for small jobs, $400+ for systems work)
  • You know what you need, or you're up for figuring out a brief together
  • You want clean code your team can actually maintain after I'm gone
  • You'd rather hear a realistic timeline than a pretty lie
  • You're building something real, not a quick clone of the latest trend
  • You need server-authoritative gameplay that won't fall apart at scale
Probably Not, If...
→ NO HARD FEELINGS
  • You want a full game built from scratch. That's months of work and a full team, not a single dev.
  • Your budget is under $50 but you want a full combat system. The numbers just don't add up.
  • You need 24/7 chat support or instant replies. I respond in hours, never more than a day.
  • You want unlimited rewrites outside the original scope. Revisions are included; rewrites aren't.
  • You want someone to ghostwrite a school project or pass off the work as your own.
  • You need someone to teach you Roblox basics while we work. I build with devs who already know the engine.
Not sure where you land? Just ask. I'd rather say "not a fit" upfront than waste both our time three weeks in.
// FAQ

Real Questions,
Real Answers.

The stuff clients usually only find out mid-project.
Asked enough times to belong here.

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.

Question not here? Ask on Discord. If it comes up enough, I'll add it.
// LET'S BUILD

Ready to
build your
system?

DM me on Discord with what you need and your budget. I usually reply in a few hours, never more than 24.

DISCORD
im_rod01
ROBLOX PROFILE
Readonepage
PAYMENT VIA RobuxROBUX OR PayPalPAYPAL OR Visa
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