3 added, 12 removed. Audit A to A.
---
name: roblox-security
description: "Use when auditing Roblox code for exploit vectors, authority models, remotes, economy, and DataStore flows."
- last_reviewed: 2026-07-26
+ last_reviewed: 2026-08-13
sources:
- https://create.roblox.com/docs/scripting/security/security-tactics
- https://create.roblox.com/docs/scripting/security/client-server-boundary
- https://create.roblox.com/docs/projects/server-authority
- https://create.roblox.com/docs/projects/server-authority/techniques
+ - https://devforum.roblox.com/t/server-authority-client-beta-was-a-damn-nightmare-heres-some-advice/4712758
---
# Roblox Security
## When to Load
Load for exploit audits and hardening. Covers classic replication, opt-in Server Authority, remote abuse, economy attacks, and DataStore flows. Use `roblox-networking` for validation and rate-limit implementations.
## Quick Reference
**Core:** Client is always compromised. The server remains the source of truth, but the implementation depends on the authority model.
### Authority Models
- **Classic replication:** validate client requests and custom movement against server state. Never trust client damage, currency, inventory, permissions, or positions.
- - **Server Authority:** with `Workspace.AuthorityMode = Server` and its required settings, the server owns core simulation while clients predict and recover from misprediction. Use `BindToSimulation()` (requires `Workspace.UseFixedSimulation` enabled in Studio), not blanket `Heartbeat` CFrame correction.
+ - **Server Authority:** with `Workspace.AuthorityMode = Server`, the server owns core simulation while clients predict and recover from misprediction. Use `BindToSimulation()` (requires `Workspace.UseFixedSimulation`), not blanket `Heartbeat` CFrame correction. Migration is cheap for stock characters but a rewrite-scale commitment for authored simulation (reality check in full.md).
- **Both:** validate attacks, purchases, teleports, dashes, permissions, and custom remotes at the server boundary.
-
- ### Vectors & Mitigations
-
- | Vector | Attack | Fix |
- |--------|--------|-----|
- | Movement | Custom dash, teleport, or locomotion abuse | Server state and transition checks; under Server Authority, keep simulation logic in `BindToSimulation()` (requires `Workspace.UseFixedSimulation` enabled in Studio) and do not add blanket CFrame snap-back |
- | Remote | Spam, arg spoof, replay | Rate limiter + validate arg types + idempotency |
- | Economy | Dupe, negative qty | Session lock, atomic ops, qty > 0 |
- | DataStore | Save spam, session hijack | Server-controlled saves, maintained session ownership protocol |
- | General | Client trusts values | Server computes ALL game state |
### Audit Checklist
**CRITICAL:** Server-authoritative state · Choose and document the authority model · Validate all arg types · Rate limit remotes · Session-lock DataStore · No client currency mutations · ProcessReceipt verification · No secrets in client or replicated code
**HIGH:** Validate custom movement and action transitions · BindToClose protection · Atomic trading · Never trust client values · Use InputActions for simulation input in Server Authority projects
**MEDIUM:** Server cooldowns · server-computed leaderboards · anti-AFK reward checks · TextService filtering
### Anti-Patterns
Don't obfuscate client code, use `_G` for security, kick without logging, over-validate movement, or rely on client anti-cheat.
See `references/full.md` for detailed examples.