
Shooting that rewinds time to check your hits
The client only reports when it fired and where it was aiming. The server simulates every bullet itself, then rewinds each target back to where it stood when the trigger was pulled.
Roblox Systems Developer
I build the systems your game runs on. Server-validated, built to scale, and shipped to millions of players.
Combat, gun frameworks, inventories, movement, procedural generation, data saving and anti-exploit. Scripting only — I write the code, not the art.
Selected work
05 projects
Hit detection, projectiles and damage, decided on the server.

The client only reports when it fired and where it was aiming. The server simulates every bullet itself, then rewinds each target back to where it stood when the trigger was pulled.

A box sweeps with the punch and damages every rig it overlaps, once per swing. The red volume in the clip is the actual hitbox rendered on screen, so the thing you are watching and the thing being tested are the same object.
Controllers and creatures that move without canned animations.

There is no walk animation anywhere in it. Eight legs pick their own footholds off the terrain and the body rides on top, so it handles slopes and steps it has never seen before.
Inventories, saving, economies, progression.

A whole base loop in one place: claiming, two currencies, four crate tiers on real timers, item drops, and a base you can recolour down to the carpet. Every value is decided on the server and written to storage, so a twelve-minute crate keeps counting while you are offline and the base comes back exactly as you left it.

Units bought from the shop or won on the spinner sit on your plot and pay out every second, climbing from six dollars to five thousand across the clip. Rebirth, rarity tiers, a free-spin timer, codes, an index and a diving zone with its own oxygen meter all read and write the same saved profile.
08 areas
Hit detection, projectiles, abilities and damage pipelines that hold up under load.
Custom character controllers, traversal, vehicles and physics-driven motion.
Creatures and rigs that place their own feet instead of playing a canned loop.
Items, stacking, trading, shops and currency, with every transaction checked server-side.
Session-locked profiles, migrations and rollback. No dupes, no wipes, no lost progress.
Seeded worlds, dungeons and layouts generated at runtime and streamed in as needed.
Remote validation, rate limiting and sanity checks that catch abuse without punishing lag.
I make your interface work — state, input, scaling, data binding. You supply the design, I write the code behind it.
Scripting only. I do not build maps, model 3D assets or design interfaces — hand me the assets and I will make them work.
Robux only
Robux only. Every price below is a starting range — the real number depends on the job.
5,000 – 10,000R$
A single self-contained module, or fixing something in a codebase that already exists.
10,000 – 20,000R$
A full working system built to your spec — combat, inventory, movement, saving.
20,000+R$
Several systems working together, or one with real technical depth behind it.
Scope decides the price. Send me what you need and I will quote it properly before either of us commits.
Get a quoteTell me what you need built. I reply within 12 hours.
Discord — @hermabs