Luau developer — United States
inkhavens
I build the server side of Roblox games. The parts that have to hold up when a few thousand people show up at once and somebody in that crowd is trying to break them.
- Server authority
- Anti exploit
- Data and saving
- Economies
- Combat
- Optimization
- Writing Luau
- 7 years
- Total visits
- 348,762
- Live games
- 3
About Me
inkhavens
Roblox Programmer · Luau
I am inkhavens. I am 18, I live in the United States, and I have been writing Luau for seven years.
I got on Roblox in 2016 wanting to be a builder. I was bad at it. Really bad. I kept at it a lot longer than I should have, and around 2019 I finally admitted it was not going to happen and opened a script instead. That one clicked, and I have not stopped since.
Seven years later I have three live games and around 348,000 visits across them. I own the Cowboy Simulator group and I develop for the Erthlord group. YouTubers with real audiences hand me their projects now, which still feels strange to say out loud.
Outside of Roblox I have spent four years studying cybersecurity, and that ended up mattering more than I expected. Once you have spent real time looking at how systems get broken, you stop trusting the client for anything. You start writing servers that treat every incoming request as a lie until it proves otherwise. A lot of Roblox games bleed currency and items because nobody on the team ever thought that way.
One thing I want to be clear about. I do not count commission work in my numbers. I have done plenty of it and it added a lot of visits, but those games belong to other people, so they do not go on my page. What is listed here is what I own or build.
What I work on
- Server authoritative architecture. The client asks, the server decides, and nothing that matters is left to the player
- Anti exploit work. Remote validation, rate limiting, and sanity checks on every request that touches money or items
- Data stores with session locking, retry logic, and rollback safety, so saves survive crashes and rejoins
- Network optimization. Batched remotes and trimmed replication so a full server still runs clean
- Module based architecture with real boundaries, so a system built once gets reused across projects
- Profiling for memory and CPU. Finding what is actually eating frames instead of guessing
- Full economies. Currency, shops, rebirths, and progression curves tuned around retention
- Combat systems with server side hit registration and lag compensation
- Live update pipelines that ship weekly changes without wiping player data
Games
Live projects that I own or develop. Visit and favorite counts come from the Roblox API and update on their own.
Work Examples
Standalone systems I have built. Open one to see the video, the layout, and how it is put together.
Creator Work
YouTubers trust me to program their games. When a creator drops a video, a wave of players hits the game all at once, so the code has to hold on the first day.