Canonical prompt · verified · 2026-07-18
The canonical prompt for a Roblox tycoon game
A production prompt for a Roblox tycoon: droppers, ordered buttons, offline earnings, rebirth system, and secure purchase flow — all server-authoritative with strict Luau.
What this prompt produces
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.
The canonical 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. Build a complete tycoon game: [THEME — e.g. "pizza factory", "space station"]. ARCHITECTURE (generate every file, complete): ServerScriptService/ TycoonManager.server.lua -- plot claiming (max 1/player), template cloning, reset on leave EconomyService.lua -- cash state SERVER-ONLY, earn rates, purchase validation against dependency graph DataService.lua -- saves: cash, owned buttons, rebirths, last-seen timestamp (for offline earnings) RebirthService.lua -- reset owned buttons, +50% multiplier per rebirth, confirmation flow ReplicatedStorage/ Remotes/ , Config.lua -- button costs/dependency graph as data, not code StarterPlayerScripts/ HUD.client.lua -- cash display (tweened), buy prompts, rebirth button with confirm dialog ECONOMY RULES (this is the actual game design): - First dropper: free, earns within 5 seconds of claiming. First upgrade affordable at ~30s. First "big" purchase at ~3 min. - Button costs follow ~1.6x geometric growth; each tier multiplies income ~1.4x (costs outpace income → decisions matter). - Offline earnings: 50% rate, capped at 8 hours, granted on rejoin with a "Welcome back +$X" toast. - Rebirth unlocks at [target ~45 min of play]; each rebirth +50% income multiplier, resets buttons but NOT game passes. HARD RULES: - --!strict everywhere. Client NEVER computes or displays authoritative cash — server replicates via a NumberValue or attribute. - Purchase validation: server checks cost AND dependency (button's parent owned) AND plot ownership. - All DataStore calls: pcall, 3 retries, session lock; save on purchase, leave, 120s. - Buttons defined as DATA in Config.lua (id, cost, parent, income delta) — the code reads the graph. OUTPUT: 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. VERIFY: a new player earns within 5s, decides within 30s, and nothing about money exists on the client.
This prompt is generic — on purpose.
Copy it freely. If you want a version tailored to YOUR project (name, industry, features, style), generate one in 20 seconds:
Forge it for my project →Why this prompt works
- ✓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.
What weaker prompts get wrong
- ✕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.
Related canonical prompts
The canonical prompt for a Roblox obby game (full Luau architecture)
A production prompt for a complete Roblox obby: checkpoint system with DataStore persistence, server-validated progress, stage-skip monetization, and mobile-friendly controls — with strict Luau and no client-trusted state.
The canonical prompt for a Roblox simulator game
A production prompt for a Roblox simulator: click/collect loop, pets with rarity rolls, zones gated by progress, and an economy tuned for the genre's compulsion loop — server-authoritative throughout.
Kanoniczny prompt na grę Roblox (po polsku) — kompletna architektura
Sprawdzony polski prompt na kompletną grę Roblox: architektura plików Luau ze --!strict, walidacja po stronie serwera, bezpieczny zapis DataStore i monetyzacja zgodna z zasadami Roblox.