RobloxMCP
Click on "Install Server".
Wait a few minutes for the server to deploy. Once ready, it will show a "Started" state.
In the chat, type
@followed by the MCP server name and your instructions, e.g., "@RobloxMCPlist my connected clients"
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
RobloxMCP
Control Roblox from any MCP-compatible AI (Claude, Gemini, Cursor, Continue) through your exploit executor's WebSocket.
What's new — v0.3.0
Area | Update |
Production server | Optional MySQL-backed mode with email/password accounts, per-user API keys (create / revoke / label), masked-IP login history. Local mode still default — flip on with |
Multi-client per API key | Connect Desktop + Mobile + multiple sessions with the same key. AI sees each as a row: |
Anti-AFK | Built-in 20-min idle-kick guard via |
Mobile / low-UNC executor support | Delta Android, Arceus X, Hydrogen, etc. Auto-detects device type (Desktop / Mobile / Tablet / Console / VR) and executor. Capability probe on connect — tools that need |
Status pill UI | Bottom-right dark pill in your Roblox game showing connection state. Green = connected, Yellow = reconnecting, Red = error. Slides in, animates the dot on reconnect. Mobile-safe via |
Client config flags |
|
Dashboard rebuild |
|
Auth on MCP HTTP |
|
27 tools total (was 14 in v0.1) | New: |
Multi-port auto-discovery | Lua client tries |
Live demo | See videos + screenshots below — Claude Code writing an ESP over every entity in the game, unedited. |
Introduction
RobloxMCP bridges an MCP server to a running Roblox client via WebSocket. The Roblox side is a single Lua script you run inside an executor (Solara, Potassium, Synapse, etc). Once the script connects back to the local MCP server, your AI assistant can read game state, run arbitrary Lua, see what's on screen, and drive the player — all through a stable tool interface.
AI (Gemini / Claude / Cursor) <--stdio or HTTP--> MCP Server <--WebSocket--> Roblox ExecutorThe AI gets a clean tool API. The executor handles every privileged action. The MCP server just routes.
Core Features
Code & state
execute_lua— run arbitrary Lua in the executor environment. Full power. Every call is auto-recorded.dry_run_lua— compile-check Lua without running. Catch syntax errors before execution.get_recorded_scripts— replay history of everyexecute_luacall (code, result, error, duration). The AI builds its own snippet library.decompile_script— pull Lua source from any LocalScript / ModuleScript / Script. Uses the executor'sdecompileAPI.
Vision (the moat)
describe_view— AI vision substitute: camera state, on-screen players (screen coords + distance + occlusion + team + tool equipped + health), nearby parts sorted by distance, visible UI text with absolute screen positions. Works on every executor, no image data.capture_screenshot— viewport → base64 PNG viaCaptureService. Image content block returned so vision-capable models (Gemini, Claude) see it directly. Falls back to content ID when executor lacks file APIs.
Players & world
Player tools —
get_players,get_player_info,teleport_player,kick_player.World tools —
get_workspace_children,find_parts,spawn_part,destroy_instance.query_instances— search the entire DataModel with name/class/IsA/attribute filters. Way more flexible thanfind_parts.
Remotes (the RemoteSpy moat)
list_remotes— every RemoteEvent / RemoteFunction / UnreliableRemoteEvent / Bindable in the DataModel.fire_remote— FireServer or InvokeServer any remote by path with arbitrary args.start_remote_spy/stop_remote_spy/get_remote_log/clear_remote_log— hook__namecallviahookmetamethod, log every fired/invoked remote with flattened args (Instances become{__type, path, class}). Works on any exec withgetrawmetatable + hookmetamethod + newcclosure.
Diffing & dev console
take_state_snapshot/diff_state_from— capture flat instance snapshots, diff later: added / removed / moved (>0.01 stud) / reclassed. AI detects events without polling.get_dev_console_logs/clear_dev_console_logs— everyprint/warn/errorfrom the game and script is mirrored to a ring buffer. AI reads its own errors and self-corrects.
Anti-AFK
20-minute idle-kick guard built in. Hooks
LocalPlayer.Idledand usesVirtualUser:ClickButton2()to fake input. Toggle at runtime viaset_anti_afk. Check status / trigger count viaget_anti_afk_status. Disable per device by settingAnti_AFK = falseat the top of roblox/client.lua.
Multi-client (Desktop + Mobile + multiple sessions, same API key)
list_my_clients— every Roblox client connected with your API key. Returns roblox username, Device (Desktop / Mobile / Tablet / Console / VR), Executor, capabilities, status.Every other tool accepts an optional
client_idto target a specific device. AI can prompt "run this on my Delta Android" or "test on all clients".execute_lua_on_all— broadcast Lua to every device with your key at once. Returns per-client results so the AI can compare behavior across executors.
Production / auth
Register & Login with email + password. Each user gets a default 64-char API key, can create more, revoke any.
MySQL-backed users, api_keys, login_history (with masked IPs), client_sessions.
Local mode — if no
DB_HOSTenv var, the server runs auth-free single-client (back to v0.2 behavior). Drop aDB_HOSTin to flip on production mode.Masked IPs — last octet of IPv4 / last 2 segments of IPv6 stripped in storage.
localhostand::1stored aslocalhost.
Infra
HTTP transport — persistent Node server, survives AI-client restarts. Stdio transport also supported.
Live dashboard —
/route. Login + register form, per-user view of connected clients (Roblox ID / Device / Executor / Status table), tool-call log, login history, recent sessions.Auto-reconnect — Lua client reconnects with exponential backoff.
Keep_Reconnectingflag to disable. Bottom-right status pill (dark, animated, Green/Yellow/Red).Mobile + low-UNC executor support — Delta Android, low-UNC Wave variants, etc. Graceful capability degradation: tools that need
hookmetamethod/decompilereturn a clear "not available on this executor" error instead of crashing.
Demo
Live, unedited captures of Claude Code driving Roblox through RobloxMCP.
Walkthrough video
If the player doesn't render on your browser, download / open
media/demo-full.mp4directly.
Quick clip
Direct link: media/demo-quick.mp4.
Screenshots
execute_lua — printing "Hello, World!" from the AI side:

AI builds an ESP over every entity in the game on request:

Requirements
Node.js 18+ (for the MCP server)
npm
A Roblox executor with WebSocket support (see list below)
An MCP-compatible AI client (Claude Desktop, Gemini CLI, Cursor, Continue, etc)
MySQL or MariaDB 5.7+ (production mode only — local mode runs without a DB)
Supported Executors
Any executor that exposes a WebSocket client API. Tested / known-good shims included:
Desktop
Solara ✅ (full features)
Potassium ✅ (full features)
Synapse X (
syn.websocket.connect) ✅Krnl (
Krnl.WebSocket.connect) ✅Wave / Velocity / Fluxus / Trigon — anything exposing global
WebSocket.connect✅
Mobile / low-UNC
Delta Android ✅ (basic tools; no decompile, no remote spy if
hookmetamethodmissing)Arceus X / Hydrogen ✅ (basic tools)
Other mobile / low-UNC executors that have
WebSocket.connect→ basic tools work, advanced tools (decompile, remote spy) gracefully report "not available"
The Lua client probes capabilities on connect and reports them to the server. The dashboard and list_my_clients show exactly what each device can do.
For full screenshot-to-base64 support the executor also needs writefile + readfile + isfile. Without those, capture_screenshot returns just the content ID and describe_view still works as the vision path.
How to Run
Three windows total: your server terminal, your AI client, your Roblox + executor. Once set up, daily use = just launch the server.
There are two modes:
Mode | When | Auth | Multi-user | DB |
Local | dev / single user / localhost | none | no (single client) | not needed |
Production | shared server / VPS / public | API key required | yes | MySQL or MariaDB |
Local mode is the default. Set DB_HOST to flip on production mode.
One-time setup (local mode)
cd RobloxMCP
npm install
npm run buildThat's it. Skip the next "production setup" section if you're only running local.
One-time setup (production mode)
Install MySQL or MariaDB. On Windows: download MariaDB MSI from mariadb.org, set a root password during install.
Create env vars (PowerShell, per session — or put in a
.envloader of your choice):$env:DB_HOST = "localhost" $env:DB_PORT = "3306" $env:DB_USER = "root" $env:DB_PASS = "yourpassword" $env:DB_NAME = "robloxmcp"Create the schema:
npm install npm run db:setupThis creates the
robloxmcpdatabase and theusers,api_keys,login_history,client_sessionstables.Build:
npm run buildOn a VPS, point a reverse proxy (nginx, Caddy) at the server's HTTP port for TLS. The server itself binds
0.0.0.0by default — adjustMCP_HTTP_HOSTandROBLOX_WS_HOSTenv vars to restrict.
Every time you want to use it
1. Start the server (in its own PowerShell window — keep it open):
Local mode:
cd "C:\path\to\ExecRobloxMCP"
node dist/index.js --httpProduction mode (same command, with env vars from setup step 2 still set):
cd "C:\path\to\ExecRobloxMCP"
node dist/index.js --httpThe first log line tells you which mode you're in:
[RobloxMCP] mode: local (no auth)[RobloxMCP] mode: production (auth required)
You should see:
[bridge] WS listening on ws://0.0.0.0:8765
[RobloxMCP] HTTP MCP at http://127.0.0.1:8766/mcp (WS bridge port: 8765)Want different ports? Set MCP_HTTP_PORT and/or ROBLOX_WS_PORT before the command. The Lua client auto-tries ports 8765 and 8767 on both your Server_IP and localhost / 127.0.0.1, so default and HTTP-mode setups both work. If you use a totally custom port, add it to Server_WS_Ports at the top of roblox/client.lua.
Bindings (defaults):
HTTP MCP:
0.0.0.0:8766— reachable from any LAN device. Override withMCP_HTTP_HOST=127.0.0.1to lock to localhost.WS bridge:
0.0.0.0:8765— reachable from any LAN device. Override withROBLOX_WS_HOST=127.0.0.1.
Windows Firewall — if it's on, allow incoming TCP on 8765 + 8766 once (PowerShell as Admin):
New-NetFirewallRule -DisplayName "RobloxMCP WS" -Direction Inbound -Protocol TCP -LocalPort 8765 -Action Allow
New-NetFirewallRule -DisplayName "RobloxMCP HTTP" -Direction Inbound -Protocol TCP -LocalPort 8766 -Action Allow1.5. Register & grab your API key (production mode only)
Open the dashboard at http://<server>:8766/ and click Login / Register. Sign up with email + password. You'll get back a 64-char API key. Save it — you'll paste it into both the AI client and the Lua. You can also:
curl -X POST http://<server>:8766/auth/register -H 'Content-Type: application/json' -d '{"email":"you@x.com","password":"hunter22hunter22"}'→ returns{user_id, api_key}POST /auth/loginwith same body → returns existing API keysGET /auth/keys(withAuthorization: Bearer <key>) → list all your keysPOST /auth/keys(with auth) → create another labeled keyDELETE /auth/keys/<id>(with auth) → revoke
2. Register with your AI client (only the first time, or after a config wipe):
Production mode: append ?api_key=YOUR_KEY to every URL below, or use the Authorization: Bearer YOUR_KEY header where the client supports it. Both work.
Claude Code (CLI / VS Code):
claude mcp add roblox --scope user --transport http http://127.0.0.1:8766/mcpThen
/mcpinside Claude Code to confirmroblox · √ connected.Claude Desktop — edit
%APPDATA%\Claude\claude_desktop_config.json:{ "mcpServers": { "RobloxMCP": { "url": "http://127.0.0.1:8766/mcp" } } }Then fully quit + reopen Claude Desktop (system tray, not just the window).
Cursor — Settings → MCP → Add new MCP server:
{ "mcpServers": { "roblox": { "url": "http://127.0.0.1:8766/mcp" } } }(Or edit
~/.cursor/mcp.jsondirectly with the same content.) Restart Cursor.Gemini CLI — edit
~/.gemini/settings.json:{ "mcpServers": { "roblox": { "httpUrl": "http://127.0.0.1:8766/mcp" } } }New shells of
geminipick it up automatically.OpenAI Codex CLI — edit
~/.codex/config.toml:[mcp_servers.roblox] url = "http://127.0.0.1:8766/mcp"Restart
codex.Continue (VS Code / JetBrains) — add to
~/.continue/config.jsonunderexperimental.modelContextProtocolServers:{ "transport": { "type": "streamable-http", "url": "http://127.0.0.1:8766/mcp" } }Reload the IDE window.
Anything else MCP-compatible — point it at
http://127.0.0.1:8766/mcpusing whichever HTTP transport key it expects (url,httpUrl,endpoint, etc.). If your client only speaks stdio, see Advanced: stdio mode at the bottom.
3. Inject the Lua client into Roblox:
Open roblox/client.lua. At the top:
local Client_API = "" -- paste your API key here (production mode only) local Keep_Reconnecting = true -- false = give up after first disconnect local Anti_AFK = true -- false to disable 20-min idle-kick guard local Server_IP = "10.168.0.100" -- PC LAN IP. "localhost" for same-PC executors. Mobile / MuMu / BlueStacks / LDPlayer = your PC's LAN IPv4. local Server_WS_Ports = { 8765, 8767 }Same PC (running executor on your dev machine): set
Server_IP = "localhost".MuMu / BlueStacks / LDPlayer / Android emulator on same PC: keep
Server_IPas your LAN IPv4 (runipconfigin PowerShell, look forIPv4 Addressunder your WiFi / Ethernet adapter).Physical phone on same WiFi: same — use your PC's LAN IPv4. Both devices must be on the same network.
VPS / remote server: use the server's public IP or domain. The client tries
Server_IPfirst, then falls back tolocalhost/127.0.0.1, so you can leave a LAN IP in even when running locally.
Join the Roblox experience you want to control.
Open your executor (Solara, Wave, Krnl, Delta Android, etc).
Paste the whole file and execute.
You should see two things:
Bottom-right of your Roblox screen: a dark status pill. Green dot = connected, Yellow = reconnecting, Red = error. The label tells you which device + client_id the server gave you.
Roblox dev console (F9) also prints
[mcp-bridge] client loaded · Mobile · Deltaand[mcp-bridge] connected to ws://localhost:8765.
The same API key can be used on multiple devices simultaneously. Connect Desktop + Mobile at the same time → both show up in list_my_clients and the dashboard, and the AI can target either by client_id.
Your server terminal will also print [bridge] incoming connection from ::1.
4. Use it. Ask your AI anything:
"List all players."
"What can you see right now?" (uses
describe_view)"Teleport me next to PlayerName."
"Take a screenshot."
"Run this Lua:
return Workspace:GetChildren()""Show me the last 50 dev console errors."
Dashboard
Open http://127.0.0.1:8766/ in your browser. Auto-refreshing live view: Roblox connection state, every tool call with duration + status, snapshot count, uptime.
Health check
In any shell: curl http://127.0.0.1:8766/health → {"ok":true,"roblox_connected":true|false}. Programmatic JSON via /api/status and recent tool calls via /api/tool-log?limit=50.
Stopping it
Server: Ctrl+C in the server terminal (or close the window).
Roblox side: rejoin / re-execute / disconnect — server holds no persistent state.
Troubleshooting
Symptom | Likely cause | Fix |
Server: | Another node already on 8765/8766 | Kill it: |
AI client says "connection refused" | Server not running | Start the server (step 1) |
| Server crashed or never started | Check the server terminal output |
Tool call: "Roblox client not connected" | Lua not running in executor | Re-paste + execute roblox/client.lua |
Roblox console: | Server not running, or on a non-standard port | Start the server. If using a custom |
Roblox console: | Lua reached a port with nothing listening | Server isn't up on that port — start it (default WS 8765) |
Advanced: stdio mode
Skip step 1 entirely and let your AI client manage the server lifecycle:
claude mcp add roblox node "C:\path\to\ExecRobloxMCP\dist\index.js" --scope userTradeoff: when Claude Code closes, the server dies and Roblox disconnects. HTTP mode (above) avoids that.
Protocol (for hackers)
MCP → Roblox: {"id":"uuid","action":"...","...":...}
Roblox → MCP: {"id":"uuid","ok":true|false,"result"|"error":...}
Unsolicited: {"event":"log","level":"info|warn|error","message":"..."}Add a tool = add an entry in src/tools.ts plus a handler in actions inside roblox/client.lua. That's it.
Credit
Made by SkieHacker.
If you fork, build on top, or include this in another project, keep the copyright line in LICENSE. That's the only string attached.
License
MIT — see LICENSE.
You can use, modify, distribute, and sell it. You only must preserve the copyright notice and the license text. Don't strip the credit.
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