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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 profile picture

inkhavens

Roblox Programmer · Luau

  • 🇺🇸 United States
  • 18 years old
  • Programming since 2019
  • On Roblox since 2016

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.

Video thumbnail for I Bought A Dead Roblox Game and REVIVED It

My role was programmer

I Bought A Dead Roblox Game & REVIVED It

A dead Roblox game gets bought and brought back to life. I was the programmer on that project. The video and the channel belong to Erthlord, not to me.

2,334,369Views
42,100Likes
Aug 2025Published
9:51Length

Watch on YouTube →