Simulator Template: Pet Simulator-Style Roblox Game
A complete simulator template with collection mechanics, pet hatching and rarity, zone progression, upgrades, and prestige/rebirth — ready to customize.
Use this file to discover all available pages before exploring further.
Simulators are the highest-grossing genre on Roblox. The formula is deceptively simple: players collect a resource, spend it on upgrades, unlock new zones with better yields, and eventually reset their progress for a permanent multiplier — then do it all again faster. Every element of the loop is designed to be visually rewarding, with numbers going up, rare pets to chase, and a horizon of unlockable content always in view. This template gives you a production-ready implementation of every layer of that loop, from weighted pet hatching RNG to exponential upgrade cost curves.
Click or tap resource nodes to collect currency. Server validates distance, rate limits, and depletion state. Client fires VFX with floating +coin text.
Pet / Companion System
Egg hatching with weighted rarity RNG, luck modifiers, pet inventory, equip slots, per-pet leveling with XP curves, and client-side LOD rendering.
Zone Progression
Five zones with sequential unlock requirements. Currency thresholds gate entry. Each zone multiplies resource yield by 5×, keeping earn rates proportional.
Upgrade System
Permanent multipliers (Click Power, Auto Collect, Luck, Pet Storage) with exponential cost scaling. Server validates all purchases.
Prestige / Rebirth
Players reset most progress in exchange for a permanent stacking multiplier. Pets persist. Requirements scale exponentially per rebirth.
Leaderboards
Global OrderedDataStore leaderboards for total rebirths, total coins earned, and rarest pet collected.
The pet service handles egg hatching with a full weighted random selection system. Rarity weights can be boosted by the player’s Luck upgrade level and the Lucky Egg GamePass.
-- ServerScriptService/Services/PetService.luafunction PetService._rollPet(eggDef: { Pets: { string } }, player: Player): string -- Build weighted pool from pets in this egg local pool: { { petId: string, weight: number } } = {} local totalWeight = 0 for _, petId in eggDef.Pets do local petDef = PetDefinitions.Pets[petId] if petDef then local rarityInfo = PetDefinitions.Rarities[petDef.Rarity] if rarityInfo then local weight = rarityInfo.Weight -- Apply luck multiplier: boosts rare+ drop rates local data = DataService.getData(player) if data then local luckLevel = data.Upgrades.Luck or 0 -- Luck increases rare weights, decreases common weights if petDef.Rarity ~= "Common" then weight = weight * (1 + luckLevel * 0.05) end end -- Apply 2x luck GamePass if player:GetAttribute("LuckyEgg") and petDef.Rarity ~= "Common" then weight = weight * 2 end totalWeight += weight table.insert(pool, { petId = petId, weight = totalWeight }) end end end -- Weighted random selection local roll = math.random() * totalWeight for _, entry in pool do if roll <= entry.weight then return entry.petId end end -- Fallback: return first pet return eggDef.Pets[1]end
The server calculates the final coin yield by stacking every active multiplier before awarding currency. This ensures no client-side tampering can inflate rewards.
-- ServerScriptService/Services/CollectionService.luafunction CollectionService._calculateAmount(player: Player, nodeInstance: Instance): number local data = DataService.getData(player) if not data then return BASE_COLLECT_AMOUNT end -- Base amount from node's zone local zoneMultiplier = nodeInstance:GetAttribute("ZoneMultiplier") or 1 -- Click power upgrade multiplier local clickMultiplier = UpgradeService.getMultiplier(player, "ClickPower") -- Pet bonus (sum of equipped pet boosts) local petMultiplier = PetService.getEquippedBoost(player) -- Rebirth multiplier: 1 + 0.1 * rebirths local rebirthMultiplier = 1 + 0.1 * (data.Rebirths or 0) -- GamePass multiplier (2x coins if owned) local gamePassMultiplier = 1 if player:GetAttribute("CoinMultiplier") then gamePassMultiplier = player:GetAttribute("CoinMultiplier") end local total = BASE_COLLECT_AMOUNT * zoneMultiplier * clickMultiplier * petMultiplier * rebirthMultiplier * gamePassMultiplier return math.floor(total)end
Zone unlocks are validated server-side with sequential ordering enforced — players cannot skip zones by manipulating the client.
-- ServerScriptService/Services/ZoneService.luafunction ZoneService._handleUnlock(player: Player, zoneId: string) if typeof(zoneId) ~= "string" then return end local zoneDef = ZoneDefinitions.Zones[zoneId] if not zoneDef then return end local data = DataService.getData(player) if not data then return end -- Check if previous zone is unlocked (enforce sequential unlock) local previousUnlocked = false for prevId, prevDef in ZoneDefinitions.Zones do if prevDef.Order == zoneDef.Order - 1 then for _, unlockedZone in data.UnlockedZones do if unlockedZone == prevId then previousUnlocked = true break end end break end end if zoneDef.Order > 1 and not previousUnlocked then return end -- Check cost if data.Coins < zoneDef.UnlockCost then return end -- Deduct and unlock data.Coins -= zoneDef.UnlockCost table.insert(data.UnlockedZones, zoneId) ReplicatedStorage.Remotes.UnlockZone:FireClient(player, zoneId, "SUCCESS")end
To scaffold a new simulator game with the skill, describe your concept and the skill selects and applies this template automatically:
Build me a bee simulator. Players collect honey in a meadow, hatch bee eggsto get companion bees with different rarities, buy upgrades to collect faster,and prestige for a permanent multiplier. Start with 3 zones.
The skill will:
1
Scaffold the game
Apply the universal game scaffold, then layer the simulator template on top.
2
Customize the theme
Rename pets to bees, resource nodes to flowers, currency to honey, zones to meadows.
3
Wire up MCP
Execute the scaffold Luau via the MCP server to build the live Studio project.
4
Iterate
Add systems, tune progression values, adjust monetization — all through natural prompts.
See the New Game workflow for the complete 8-step guided build process.