Security audits for Roblox games

Find the exploits before exploiters do.

Luaudit plugs into the AI you already use so it reads your game the way an exploiter would, and hands back a prioritised report with the fixes written in Luau.

Claudevia luaudit MCP
Audit my game before Friday's update.
luaudit.get_audit_guide()waiting
Found 2 critical issues. The worst: BuyItem trusts the price the client sends, so anyone can buy anything for 0 coins. Here's the fix…
The problem

Exploiters don't play your game. They read it.

Every remote is an open door, every value from the client is a suggestion, and every DataStore write is a target. Unsecured remotes, client-trusted data and datastore abuse are how studios lose players and revenue, usually the week after a good front-page run.

What they send
BuyItem:FireServer("Dominus", 0)
Damage:FireServer(boss, math.huge)
Save:FireServer({ Coins = 9e9 })

Three steps. One conversation.

How it works
01

Connect the MCP to your AI

One entry in your AI's config. Works with any AI that supports MCP.

"luaudit": { "url": "https://api.luaudit.com/mcp" }
02

Ask it to audit your game

Ask in plain English. Whole game, or just the shop you shipped last night.

> audit the shop and combat remotes
03

Get a prioritised report

Critical first. Every finding says what an exploiter could do with it, and how to fix it in Luau you can paste.

2 critical3 warnings6 passed
Sample report

This is what lands in your chat.

No 60-page PDF. A short list, ordered by what would hurt you most, with the fix next to each problem.

Obby Tycoon Classicplace 88291044716 Oct 2026
Scan complete142/142scripts
2 critical
3 warnings
6 passed
BuyItem trusts the client's price
Shop/PurchaseHandler:42
CRIT
Obfuscated require() in toolbox "Admin Tools"
Workspace/AdminTools/Loader:3
CRIT
Player data saved without a session lock
DataService:118
WARN
No rate limit on DamageRemote
Combat/HitHandler:27
WARN
ProcessReceipt grants before the save succeeds
Monetisation/Receipts:64
WARN
What you did well
  • Leaderstats are never written from the client
  • Gamepass ownership checked on the server
  • Teleport destinations come from a server allowlist
  • UpdateAsync used for every currency write
  • No loadstring or getfenv anywhere in your own code
  • Tool cooldowns enforced server-side
CRITICALShop/PurchaseHandler.server.lua:42

BuyItem trusts the client's price

What an exploiter could do

Fire BuyItem with a price of 0 and take any item for free, or send a negative price and mint coins on every call.

How to fix it

Never accept a price from the client. Look it up on the server from the item's ID, and reject anything you don't recognise.

Suggested fixLuau
-- before: price came from the client
-- BuyItem.OnServerEvent:Connect(function(player, itemId, price)
-- after: price is looked up on the server
BuyItem.OnServerEvent:Connect(function(player, itemId)
if typeof(itemId) ~= "string" then return end
local item = Items[itemId]
if not item then return end
local coins = player.leaderstats.Coins
if coins.Value < item.price then return end
coins.Value -= item.price
grantItem(player, itemId)
end)
What we check

Everywhere your game trusts someone it shouldn't.

Six categories, built from the exploits that actually hit Roblox games. Not a generic web scanner with the word Lua added.

01

Remote events

Every RemoteEvent and RemoteFunction: what it accepts, and what happens when it's fired 400 times a second.

OnServerEvent · arg types
02

Server-side validation

Anywhere the server believes the client: prices, positions, damage, cooldowns, inventory.

trust boundaries
03

DataStores

Session locking, key design, request budget abuse, and the classic item dupe on rejoin.

UpdateAsync · dupes
04

Anti-exploit logic

Whether your checks actually run on the server, and how easily the ones on the client get switched off.

client-side checks
05

Monetisation & purchases

ProcessReceipt correctness, gamepass checks, and anything that hands out Robux-value items.

ProcessReceipt
06

Backdoors & toolbox scripts

Obfuscated requires, getfenv tricks, and free models that quietly phone home.

require(id) · loadstring

Three things we won't compromise on.

Defender-first

We publish fixes, not exploits. Luaudit explains an attack only as far as you need to close it.

Your code stays yours

Luaudit gives your AI the checks. Your scripts are read inside your own AI session and never sent to us.

Always current

New executor tricks and Roblox API changes make it into our checks as they're found.

Pricing

One plan. Cancel whenever.

Luaudit MCP
For solo developers and small studios.
$15/ month per studio
Billed monthly
Start auditing
  • Unlimited audits
  • All six check categories
  • Works with the AI you already pay for
  • Checks updated as new exploits appear
Coming soon
Fully hosted audits

No AI setup needed. We run the audits for you and send you the full report.

FAQ

Fair questions.

Something else? Ask us on Discord.

No. Luaudit never receives your code. Our MCP gives your AI the checklist and the report format, and your scripts are read inside your own AI session, covered by your AI provider's privacy terms.

Anything that supports MCP: Claude (desktop and Code), ChatGPT, Cursor, Windsurf and more. If your tool lets you add an MCP server, it works.

Checks are updated as new exploits and Roblox API changes appear. Updates happen on our side, so there's nothing to reinstall.

Yes. Luaudit only helps your AI review your own game's source so you can secure it. It never touches live servers, other people's games, or the Roblox client.