How to make a tycoon game in Roblox
A tycoon is about watching something you own grow: a plot, a few machines, then a factory, then an empire. This guide builds the whole loop in Roblox Studio: plots players claim, droppers and a collector, buy buttons, saving, rebirth and game passes.
The tycoon loop
Every tycoon, from a lemonade stand to a space station, runs the same loop:
- Claim a plot.
- Machines make money while you watch (droppers drop things, conveyors carry them, a collector turns them into cash).
- Buy the next button: a better machine, a wall, a floor, a decoration.
- Repeat until the plot is full, then rebirth: start over with a permanent bonus.
The fun is in the pacing: the first buttons should come every few seconds, later ones every few minutes, with something new to look at each time.
1. Set up one plot
Build one plot first and copy it later. In Workspace, make a folder Tycoons, and inside it a model
Plot1 containing:
ClaimDoor: a part at the entrance players touch to claim the plot;Owner: anObjectValue(it will hold the player who owns the plot);Dropper: a part above a conveyor, andCollector: a part at the end of it;Buttons: a folder of button parts. Give each one an attributeCost(a number), and name it after the thing it unlocks;Items: a folder holding the things the buttons unlock (machines, walls, floors), each named like its button, already placed where they belong.
A conveyor is just an anchored part that pushes what lands on it: set its AssemblyLinearVelocity to the
direction and speed you want, for example Vector3.new(0, 0, -8).
2. Claiming a plot
Add a Script inside Plot1. First, leaderstats with a Cash value (put this in a separate Script in
ServerScriptService so every plot shares it):
local Players = game:GetService("Players")
Players.PlayerAdded:Connect(function(player)
local leaderstats = Instance.new("Folder")
leaderstats.Name = "leaderstats"
leaderstats.Parent = player
local cash = Instance.new("IntValue")
cash.Name = "Cash"
cash.Parent = leaderstats
end)
Then the plot's own Script:
local Players = game:GetService("Players")
local ServerStorage = game:GetService("ServerStorage")
local plot = script.Parent
local owner = plot.Owner
-- hide the unlockable items until they're bought
local stored = Instance.new("Folder")
stored.Name = plot.Name .. "Items"
stored.Parent = ServerStorage
for _, item in plot.Items:GetChildren() do
item.Parent = stored
end
plot.ClaimDoor.Touched:Connect(function(hit)
local player = Players:GetPlayerFromCharacter(hit.Parent)
if player and owner.Value == nil and not player:GetAttribute("HasPlot") then
owner.Value = player
player:SetAttribute("HasPlot", true)
plot.ClaimDoor.Transparency = 0.8
plot.ClaimDoor.CanCollide = false
end
end)
3. Droppers and the collector
Add to the same plot Script:
local Debris = game:GetService("Debris")
task.spawn(function()
while true do
task.wait(2)
if owner.Value then
local drop = Instance.new("Part")
drop.Size = Vector3.new(1, 1, 1)
drop.Position = plot.Dropper.Position - Vector3.new(0, 2, 0)
drop:SetAttribute("Value", 5)
drop.Parent = workspace
Debris:AddItem(drop, 20) -- clean up anything that falls off
end
end
end)
plot.Collector.Touched:Connect(function(hit)
local value = hit:GetAttribute("Value")
local player = owner.Value
if value and player then
hit:SetAttribute("Value", nil) -- count it only once
local multiplier = player:GetAttribute("Multiplier") or 1
player.leaderstats.Cash.Value += value * multiplier
hit:Destroy()
end
end)
A better dropper is the same code with a shorter wait or a bigger Value. Many tycoons also have a cash
pile the player walks over to collect, instead of instant cash: that's a nice way to bring players back to their
base.
4. Buy buttons
for _, button in plot.Buttons:GetChildren() do
button.Touched:Connect(function(hit)
local player = Players:GetPlayerFromCharacter(hit.Parent)
local cost = button:GetAttribute("Cost")
if player ~= owner.Value or not cost or not button.CanTouch then
return
end
local cash = player.leaderstats.Cash
if cash.Value >= cost then
cash.Value -= cost
button.CanTouch = false
button.Transparency = 1
local item = stored:FindFirstChild(button.Name)
if item then
item.Parent = plot
end
end
end)
end
To show buttons one at a time, give each a Requires attribute naming the button before it, hide them all
at the start and reveal a button when the one it requires is bought. Put the price on the button with a
BillboardGui so players see it.
When the plot works, copy Plot1 to make Plot2, Plot3... one per player your
server holds. Remember to free the plot (set Owner to nil and put the items back) when its owner leaves,
in Players.PlayerRemoving.
5. Saving
Save two things per player with
DataStoreService: their Cash,
and the list of button names they've bought. When they claim a plot again next time, "buy" those buttons for free in
the same order. Wrap every DataStore call in pcall, save when the player leaves and when the server shuts
down (game:BindToClose), and turn on Enable Studio Access to API Services to test it in
Studio.
6. Rebirth
Rebirth gives a full plot a reason to start again. A typical rule: when every button is bought (or Cash reaches a target), a Rebirth button resets the plot and Cash to zero and raises a permanent multiplier:
local function rebirth(player)
local rebirths = (player:GetAttribute("Rebirths") or 0) + 1
player:SetAttribute("Rebirths", rebirths)
player:SetAttribute("Multiplier", 1 + rebirths * 0.5)
player.leaderstats.Cash.Value = 0
-- move the bought items back to storage and show the buttons again
end
The collector already multiplies by Multiplier, so each rebirth makes the next run faster. Save
Rebirths with the rest.
7. Game passes
Tycoon passes that players understand: 2x Cash, Auto Collect, VIP (a gold name or a special area) and faster droppers. Check a pass when the player joins:
local MarketplaceService = game:GetService("MarketplaceService")
local DOUBLE_CASH_PASS = 0 -- your pass ID
local ok, owns = pcall(function()
return MarketplaceService:UserOwnsGamePassAsync(player.UserId, DOUBLE_CASH_PASS)
end)
if ok and owns then
player:SetAttribute("Multiplier", (player:GetAttribute("Multiplier") or 1) * 2)
end
Our game passes and developer products guide covers creating the pass, the purchase prompt and granting it straight after a purchase. Price passes so the game is still fun for players who never buy one.
Make it yours
The loop is the same in every tycoon, so the theme and the machines are where yours stands out: a dragon hatchery, a rocket factory, a bakery that grows into a cake empire. Things players remember: machines that are fun to watch, a base that looks very different at the end than at the start, and a big final upgrade. There are tycoon ideas here if you need a spark.
About free tycoon kits from the Toolbox: they can teach you a lot, but check every script inside before publishing (some hide backdoors), and change the look so your game doesn't feel like every other kit.
Generate a tycoon instead
The BloxMaps Game Maker builds a tycoon from one sentence: plots players claim, droppers, conveyors and upgrades bought in order, cash, rebirth for multipliers, a shop with passes, and the UI, all in one Roblox Studio file. It also builds a builder tycoon, where you snap sections onto a giant tree to grow a treehouse. Both are in Beta.
a candy factory tycoon where droppers make sweets, conveyors carry them to the collector and you rebirth for multipliers
Try this prompt
Building and previewing is free; exporting the finished game costs $14.99 once. Then open it in Studio and change anything: it's built from normal Roblox parts and scripts.
Questions
What is a tycoon game?
A game where you own a plot and buy machines that make money, so you can buy bigger machines. It's about watching something you own grow.
Is a tycoon a good first game?
It's a good second game. The loop is simple, but plots, buttons and saving mean more scripts than an obby.
Should I use a free tycoon kit?
A kit can teach you how the parts connect. Check every script inside it before you publish, and change the theme so your game doesn't look like every other kit game.
Will my game make Robux?
Nobody can promise that. A shop, game passes and developer products give players a way to support your game, but how many people play and buy depends on your idea, your thumbnail, your updates and luck.
Is BloxMaps free?
Making and previewing is free: 3 previews a day on the Free plan. You pay only to export. You only pay to export the finished Roblox Studio file (.rbxl): $14.99 once per game, or included with the Studio plan. See pricing.