{"slug":"roblox-tycoon-game-prompt","niche":"roblox","lang":"en","title":"The canonical prompt for a Roblox tycoon game","description":"A production prompt for a Roblox tycoon: droppers, ordered buttons, offline earnings, rebirth system, and secure purchase flow — all server-authoritative with strict Luau.","spec":"A complete tycoon: plot claiming system, dropper → conveyor → collector economy, purchase buttons unlocking in dependency order, cash persisted per player with offline earnings on rejoin, rebirth system with multiplier, 2x cash game pass, all economy server-authoritative.","prompt":"You are a senior Roblox developer specializing in tycoon economies. You know exact numbers: session-1 retention depends on the first 90 seconds, and a tycoon's economy curve is its real game design.\n\nBuild a complete tycoon game: [THEME — e.g. \"pizza factory\", \"space station\"].\n\nARCHITECTURE (generate every file, complete):\nServerScriptService/\n  TycoonManager.server.lua   -- plot claiming (max 1/player), template cloning, reset on leave\n  EconomyService.lua         -- cash state SERVER-ONLY, earn rates, purchase validation against dependency graph\n  DataService.lua            -- saves: cash, owned buttons, rebirths, last-seen timestamp (for offline earnings)\n  RebirthService.lua         -- reset owned buttons, +50% multiplier per rebirth, confirmation flow\nReplicatedStorage/\n  Remotes/ , Config.lua      -- button costs/dependency graph as data, not code\nStarterPlayerScripts/\n  HUD.client.lua             -- cash display (tweened), buy prompts, rebirth button with confirm dialog\n\nECONOMY RULES (this is the actual game design):\n- First dropper: free, earns within 5 seconds of claiming. First upgrade affordable at ~30s. First \"big\" purchase at ~3 min.\n- Button costs follow ~1.6x geometric growth; each tier multiplies income ~1.4x (costs outpace income → decisions matter).\n- Offline earnings: 50% rate, capped at 8 hours, granted on rejoin with a \"Welcome back +$X\" toast.\n- Rebirth unlocks at [target ~45 min of play]; each rebirth +50% income multiplier, resets buttons but NOT game passes.\n\nHARD RULES:\n- --!strict everywhere. Client NEVER computes or displays authoritative cash — server replicates via a NumberValue or attribute.\n- Purchase validation: server checks cost AND dependency (button's parent owned) AND plot ownership.\n- All DataStore calls: pcall, 3 retries, session lock; save on purchase, leave, 120s.\n- Buttons defined as DATA in Config.lua (id, cost, parent, income delta) — the code reads the graph.\n\nOUTPUT: every file as a code block with path header, then the Config.lua button graph for 15 buttons with balanced costs following the economy rules, then a Studio setup checklist.\n\nVERIFY: a new player earns within 5s, decides within 30s, and nothing about money exists on the client.","whyItWorks":["Treats the economy curve as data with explicit pacing targets — the difference between a tycoon that retains and one that bores.","Buttons-as-data (dependency graph in Config) makes the game expandable without touching logic.","Offline earnings with a cap is the highest-ROI retention mechanic in the genre.","Server-only cash with replicated display closes the entire exploit class of value manipulation."],"commonMistakes":["Linear button costs — economy flatlines, players quit at minute 10.","Cash as a client-readable/writable leaderstat — exploited within hours of publish.","No offline earnings — day-2 retention collapses.","First purchase requiring minutes of waiting — players leave before the loop hooks."],"keywords":["roblox tycoon prompt","tycoon game script prompt","roblox economy design","luau tycoon"],"updated":"2026-07-18"}