Run your Roblox game
from one place.
Connect your place with one plugin click. Then change live values across every running server without a republish, override them for individual players, message all servers or one player, track your own events, and write rules that do all of it for you — on a schedule, or the moment something happens in-game.
Pushed to 312 servers · no republish
weekend_boost · Fri 18:00
Turns on and announces it in every running server
PlayerDied spikes above its norm
Respawn timer raised live · posted to Discord
@builderman · targeted message
Delivered · confirmed by their server in 0.8s
Connected in about a minute, with no code to copy.
No SDK downloads, no keys pasted into scripts, no republish loop to get started. Your own logic lives in one script the plugin creates for you — RoSignal keeps the runtime module up to date underneath it.
Install the plugin
Grab the RoSignal Studio plugin from the Creator Store and open your place.
Click Setup RoSignal
The plugin inserts the runtime module and a RoSignalHandlers script you own and edit.
Paste one pairing code
Copy the code from your game page, paste it once, and the place is connected.
Connect it, control it, watch it, automate it.
The whole loop in four steps — everything below this is the same thing in more detail.
A full video walkthrough of this exact flow is being recorded — this slot is where it will live.
Step 1
Connect
The plugin pairs your place with one code.
Step 2
Control
Change values on live servers, no republish.
Step 3
See
Watch your own events as they happen.
ShopPurchase · last 24h
Step 4
Automate
Rules act on schedules, events and spikes.
When ShopPurchase spikes
Then message every server + post to webhook
Change your game's values without shipping an update.
RoSignal holds the numbers your game reads at runtime — drop rates, event flags, spawn weights, timers, prices, difficulty. Change one here and every running server picks it up in seconds. No publish, no restart, no kicking players. Values are grouped into sections, searchable, and every save is logged with its old and new value.
Per-player overrides
Give up to 50 named players their own value for any setting — testers, creators, a support case — while everyone else stays on the global one. Overrides are shown next to the global value so it's always obvious which is which.
- @buildermancombat.match_difficulty0.9
- @stickmasterlukeevents.weekend_booston
In Luau: RoSignal.Bind("combat.match_difficulty", fn) runs now and on every change.
- shop.drop_rate_legendary0.8%1.2%
- events.weekend_boostoffon
- combat.match_difficulty1.41.2
- combat.boss_respawn_seconds180120
Talk to every server, one server, or one player.
Send a message now or schedule it for later — RoSignal delivers it whether or not you're online. Targeted sends wait for a live server to confirm receipt, so you see a real delivered or failed state instead of hoping it landed. Every send is kept with its exact payload, ready to resend or save as a preset.
Schedule a send for a time you pick — RoSignal fires it with the site closed.
- All servers
Double XP is live for the next 2 hours
Delivered · 312 servers
- @builderman
Your report was reviewed — thanks
Delivered · acked in 0.8s
- @builderman's server
Boss event starting in 60s
Delivered · 1 server
Write a rule once and RoSignal runs your game with it.
Rules run today on your live game. A rule starts on a schedule, the moment an event arrives, or when an event spikes against its own recent norm — and then it messages your servers, changes a live setting, or calls a webhook. Cooldowns, an hourly cap and a test-run button are built in, and every run and every skip is logged.
Run a weekend event by itself
Every Friday at 18:00
Turn on events.weekend_boost and announce it in every running server
A second rule turns it back off Sunday night — no one has to be online
React to what players actually do
ShopPurchase arrives, or PlayerDied spikes above its recent norm
Change a live setting like combat.boss_respawn_seconds and tell every server
Post it to your Discord webhook so the team knows before anyone asks
Next: rules that correct themselves until the number is right
LevelComplete rate falls below its recent average
Step combat.match_difficulty down one notch
Watch the next 24h and step again, hold, or put it back
Measure, step again, and revert on its own — always inside the limits you set.
If something can send a signal, it can start an automation.
Everything under 'Works today' is running on live games right now. The rest is what's next, and each one shows up on the changelog the day it ships.
What can start it
What it can do
Mix them freely — one rule can do several things at once, with a cooldown and an hourly cap so it never runs away from you.
Your game's own events, in one place — sitting next to the rules that act on them.
Send an event from Luau with one line and it shows up in RoSignal: a live feed, trends over any date range, the period before it for comparison, and a breakdown of every property you sent — including nested ones, discovered for you. Roblox's dashboard still covers the headline reporting; this is the layer your automations read from.
Event trend · any range, versus the period before
Mark a release · compare before and after
- Boss funnel completion22% → 34%
- Deaths per session4.8 → 3.1
- Median session14m → 17m
Mark a release when you ship — new Studio versions are picked up automatically — and RoSignal compares the hours before and after. Coming next: release-to-release comparison.
Funnels · where players drop off
- Joined100%
- tutorial_finished64%−36%
- boss_entered37%−27%
- player_died29%−8%
- boss_cleared11%−18%
Build a funnel from events you're already sending, set the conversion window, and see the biggest drop called out for you. No new instrumentation, no republish.
weapon_equipped · broken down by weapon.rarity
- weapon.rarity · Common8,412
- weapon.rarity · Rare5,930
- weapon.rarity · Epic3,254
- weapon.rarity · Mythic1,530
Send a whole nested table from Luau and RoSignal finds every path inside it — switch the breakdown to weapon.stats.damage or anything else you sent, and hide the paths you never want to see again.
Map analytics · where things happen
Coming nextMap · your real geometry, not a screenshot
Traffic
Upload your place and RoSignal plots events on the actual geometry, so you can see where players die, walk or get stuck. This is the one view Roblox has no equivalent for.
Coming next: plot any event you already send onto your own place — deaths, purchases, interactions — as a heatmap or individual points.
From tools you operate, to a copilot that helps you decide.
Today RoSignal observes your game, controls it live, and automates the repetitive parts — everything above this line already runs. The direction from here: the more of your game's own events, configs and operational history RoSignal holds, the more it can tell you about the game itself — and, eventually, help you improve it.
Where this is heading — you ask, RoSignal answers from your own data
Spot unusual changes, surface problems you'd have missed, recommend balance and event improvements, and estimate what a change will do before you ship it — then carry out the changes you approve through the same live controls that exist today.
One thing never changes: you stay in control. RoSignal never touches your game beyond the rules you wrote — and anything it suggests in the future executes only after you approve it.
- One-click plugin setup
- Live config with per-player overrides
- Targeted messaging with delivery confirmation
- Events, analytics, funnels and release tracking
- Automations with conditions and player-aware actions
- Moderation and team access
- Map and heatmap analytics
- Release-to-release comparison
- Richer multi-step rules that measure their own effect
- Anomaly detection across your game's history
- Recommendations and balance suggestions
- Predicted impact before you make a change
- Approved actions executed through the existing controls
You're early. That means something.
RoSignal is in early access and already does real work on live games: one-click plugin setup, live config with per-player overrides, messages to every server or a single player with delivery confirmation, scheduled sends that fire without you being online, your own events with trends and breakdowns, and rules that act on all of it. Map analytics, funnels, release comparisons and team access are being built in the open, one shipped piece at a time.
Connect your Roblox account during early access and you're a Founding Tester: early perks, a say in what gets built next, and a much better deal than whatever pricing lands later.
Latest update · Aug 23, 2026Understand deeper, react sharperFunnels, release tracking, and automations that react to the player who triggered them.See the full changelog →The questions new developers ask first.
Sign-in, security, and what RoSignal can and can't do to your game — answered plainly.
How does Roblox sign-in work?
You sign in on Roblox's own page, not ours. RoSignal never sees or stores your Roblox password — Roblox handles authentication and only sends us the account information and permissions you approve, which you can revoke from your Roblox settings at any time.
How is my connected game protected?
Each game gets its own RoSignal game key, which is how running servers prove they're yours when they talk to RoSignal. Treat it like a password: don't post it publicly, and if it ever leaks you can replace it from the setup page — the old one stops working. Your teammates never need it, and never need your Roblox login either: Team Access gives each person their own account and role.
Does RoSignal modify my game by itself?
No. RoSignal can only touch the things you deliberately connect to it. The plugin inserts a handler script that you own and edit — you decide which config values exist, which events get tracked, which messages do anything, and which rules are allowed to run. Nothing else in your game is reachable.
Do changes require publishing a new Roblox version?
Not for anything wired through RoSignal. Config values, player overrides, messages, moderation actions and automation runs all reach your running servers live — no publish, no restart. What RoSignal can't do is change game code that was never integrated with it; new mechanics still ship as a normal Roblox update.
Can my team use RoSignal?
Yes. Invite teammates by Roblox username or a shareable link, with a role per game: Owner, Admin, Developer or Viewer. Everyone acts under their own identity, and every message, config change, automation and moderation action records exactly who did it.
What does early access mean?
RoSignal is actively being built — this page labels what's live today versus what's coming, and the changelog shows every release. Connect during early access and you're a Founding Tester: early perks, a much better deal than later pricing, and a direct say in what gets built next.
Running your game shouldn't mean being online for it.
Connect your Roblox account, pair your place with the plugin, and send your first event or live config change in about a minute. Accounts connected during early access become Founding Testers.
Read-only until you explicitly grant controls