gamedev-skills/roblox-datastores
> SetAsync/UpdateAsync/IncrementAsync wrapped in pcall, load-on-join and save-on-leave plus BindToClose, retries, and OrderedDataStore leaderboards. Use when saving or loading persistent data in a Roblox experience — when the user mentions DataStore, DataStoreService, GetAsync, SetAsync, UpdateAsync, save player data, or leaderboards. For general Luau scripting use roblox-luau.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill roblox-datastores
Persist data across sessions in Roblox with DataStoreService: loading on join,
saving on leave and shutdown, safe updates, retries, and ordered stores for
leaderboards. Server-side only.
leaderboards, or fix data loss, overwrites, and throttling.
DataStoreService, GetDataStore, GetAsync,SetAsync, UpdateAsync, or GetOrderedDataStore.
When *not* to use: general scripting, services, remotes, the client/server
split → roblox-luau. High-frequency temporary state (matchmaking, per-round) →
memory stores (a different service). Engine-agnostic persistence theory →
save-systems.
Access to API Services* (use a test place; Studio hits live data). DataStores
work only from server Scripts, never LocalScripts.
DataStoreService:GetDataStore("Name");key per player is usually "Player_" .. player.UserId.
pcall. GetAsync/SetAsync/UpdateAsync are networkcalls that can fail; an unguarded failure errors the thread and risks data loss.
PlayerAdded, save on PlayerRemoving, and also BindToClose. Aleaving player and a shutting-down server both need a final save.
UpdateAsync for read-modify-write (multi-server safe) over SetAsync(blind overwrite). On a failed load, do not overwrite with defaults — abort
the save so you don't wipe good data.
OrderedDataStore for ranked data (leaderboards) via GetSortedAsync.Test by joining, changing data, rejoining, and confirming it persisted.
local DataStoreService = game:GetService("DataStoreService")
local Players = game:GetService("Players")
local store = DataStoreService:GetDataStore("PlayerData")
local DEFAULT = { Coins = 0, Level = 1 }
Players.PlayerAdded:Connect(function(player)
local key = "Player_" .. player.UserId
local ok, data = pcall(function()
return store:GetAsync(key)
end)
if not ok then
-- Load FAILED (network). Do not treat as a new player; flag so we never save
-- over their real data with defaults.
warn("Load failed for", player.Name, data)
player:SetAttribute("DataLoaded", false)
return
end
player:SetAttribute("DataLoaded", true)
local profile = data or DEFAULT -- nil == genuinely new player
applyToLeaderstats(player, profile)
end)
-- UpdateAsync reads the latest value, then writes what the callback returns.
-- The callback MUST NOT yield (no task.wait, no further Async calls inside it).
local function savePlayer(player)
if player:GetAttribute("DataLoaded") == false then return end -- never overwrite on a bad load
local key = "Player_" .. player.UserId
local newData = gatherDataFor(player) -- a plain table of serializable values
local ok, err = pcall(function()
store:UpdateAsync(key, function(old)
-- merge/decide here; return nil to cancel the write
return newData
end)
end)
if not ok then warn("Save failed for", player.Name, err) end
end
Players.PlayerRemoving:Connect(savePlayer)
-- BindToClose runs when the server shuts down; save everyone still in.
-- It has a limited time budget, so save in parallel and yield until done.
game:BindToClose(function()
local players = Players:GetPlayers()
local remaining = #players
if remaining == 0 then return end
for _, player in players do
task.spawn(function()
savePlayer(player)
remaining -= 1
end)
end
while remaining > 0 do task.wait() end
end)
local function withRetry(fn, attempts)
attempts = attempts or 3
for i = 1, attempts do
local ok, result = pcall(fn)
if ok then return true, result end
if i < attempts then task.wait(2 ^ i) end -- 2s, 4s, ... backoff
end
return false
end
local ok, data = withRetry(function() return store:GetAsync(key) end)
-- IncrementAsync is a convenience for integer read-modify-write (still wrap it).
local ok, newTotal = pcall(function()
return store:IncrementAsync("Visits_" .. player.UserId, 1)
end)
local boards = DataStoreService:GetOrderedDataStore("Coins")
-- Write a player's score (call when it changes, not every frame).
pcall(function() boards:SetAsync("Player_" .. player.UserId, coins) end)
-- Read the top 10, descending.
local ok, pages = pcall(function()
return boards:GetSortedAsync(false, 10) -- ascending=false → highest first
end)
if ok then
for rank, entry in ipairs(pages:GetCurrentPage()) do
print(rank, entry.key, entry.value) -- entry.value is the number
end
end
pcall Async calls; on a failed*load*, mark the session and refuse to *save* so defaults never overwrite real data.
SetAsync race between servers → two servers writing the same key can clobbereach other. Use UpdateAsync for read-modify-write so each write sees the latest.
UpdateAsync callback → the callback can't calltask.wait or other Async functions; compute the new value beforehand and return it.
BindToClose save → players in the server at shutdown lose unsaved progress;add game:BindToClose and wait for saves to finish within its budget.
save on every value change. Batch and save on a timer / on leave. GetAsync is
cached briefly, so immediate re-reads may be stale.
strings, booleans, and tables with string/number keys. Instances, Vector3,
CFrame, and functions do not — serialize them to plain tables first.
*Enable Studio Access to API Services* is on (and they don't work from a
LocalScript).
DataStoreKeyInfo is nil for ordered stores → OrderedDataStore doesn'tsupport versioning/metadata; use a regular DataStore when you need those.
metadata with DataStoreSetOptions, ordered-store pagination
(AdvanceToNextPageAsync), the key error codes and request limits, and
Right-to-be-Forgotten compliance, read references/sessions-and-limits.md.
roblox-luau — services, instances, events, and the server/client model.save-systems — engine-agnostic serialization, slots, and migration.Take gamedev-skills/roblox-datastores from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.