After October 19, we are updating cookie and unauthenticated IP based rate limits for the following services to better reflect real-world usage patterns:
badges-api
datastores-api
game-persistence-api
inventory-api
thumbnails-api
users-api
Open Cloud limits are not impacted. The new limits are data-driven, based on observed request rates.
If you run a tool, extension, or workflow that calls these endpoints, check the tables below and file a bug report if you expect impact.
Who Is impacted
Regular users/clients: Minimal to no impact. Limits are set above observed peak usage.
Third party integrations, extensions, and workflows: We don’t expect you to hit the new limits, but bursts above normal peak usage could trigger rate limiting.
For each endpoint your tool, workflow, or extension uses:
If you expect to be affected or are affected by the rate limit change, please file a bug report.
If you don’t expect to be affected and you are still using cookies for automation, please file a feature request/bug report detailing your current use case and what you would like to see supported on Open Cloud.
What To Do If You’re Affected
If you hit rate limits after this change, or expect to:
Review your request volume and add caching where possible.
File a bug report in this forum with your use case and request volume so we can evaluate adjustments.
See if there’s an Open Cloud alternative you can use.
Hey all my games either 0 ccu or average 6 and below are all being flagged for “over limit”, this fr? RN only in datastore manager. How u expect a brand new game that has no earnings yet to pay for more? That’s no profit for a new game
Oh thank you! Can confirm its fixed on my end, was trying to find a bug report on this but couldn’t find it when I first saw this, thought the first thing I do is complain while seeing this announcement, thank you again for letting me know I was worried
If you have valid use cases why are you not explaining your use case and why it needs such an absurdly large rate limit in the first place so that they have a better time understanding if it is actually valid and should be considered?
I have a Discord bot that checks for Badges and Gamepasses for my game
those are the only concerns and use case that I have
Now I don’t think my bot would hit rate limits BUT I’m still not happy with how Roblox is operating here, they could have provided a more elegant solution and transition
Great, so where’s the Roblox announcement regarding the ban wave that’s affected a large chunk of your platform for transferring Robux (or uploading items)?
You already clearly have a third party server, is the elegant solution not just to have your game send updated information about the player’s badges and gamepasses as state changes in-game to your server to store/cache?
Keeping your own cache/mirror of third party data you need immediate/constant access to has practically always been the standard expectation when using an API has it not? Shouldn’t have ever hinged on Roblox keeping such luxuriously high rate limits indefinitely when presumably they were simply that high to help gauge what standard usage looked like and update to match like they have now done.
This is absolutely insane. WHY on earth would you nuke API limits so much??? How does one switch to “open cloud” apis for in game things for external tools..
Absolutely aseinine move and I hope you reverse it with such a small window we don’t have time to change anything to prevent the crazy throttle.