DataStores Access and Storage Updates

Hello Creators,

Building expansive worlds requires good data management, and we’re here to support you in that process. As a part of this focus, we provide resources, including cloud services that scale based on your usage.

Going forward, we’re updating our limits for DataStores access and storage to ensure Roblox services can continue to scale as the community grows. We are building a fair system that gives every creator control over their DataStore usage and lets you focus on building your experiences. Here are the top takeaways:

  • We’re moving DataStore access limits from per-server to per-experience and increasing these limits substantially; updated limits will take effect in early 2026.

  • We’re introducing a total storage limit for DataStores, that scales with lifetime experience users and is dramatically higher than most per-user usage today; new limits will take effect in early 2026.

    • Out of the top 55 million experiences, there is a very small number of experiences, less than 30 total, that are currently over the limit. These limits will not impact the vast majority of experiences.

    • If your experience is over the limit, you will have a DevForum inbox message with more details on how to prep for early 2026.

    • We know many creators have expressed the desire to go above these limits, and we are exploring options to make this scalable. More information will come in the next few weeks.

  • Today, we’re also launching Data Store Manager to help you measure your DataStores storage usage and show your current usage vs the limit. We are also updating DataStores Access dashboard with a view based around the updated limits.

    • Documentation can be found here.

Limit impact & next steps

For DataStores Access, there will be a net positive experience across the creator community – many previously throttled experiences will now have higher limits. There will be a few scenarios where some experiences in specific situations will now hit a limit.

For DataStores Storage, only a small handful of experiences will be over the limits. We defined a limit where less than 30 experiences (<0.0001%) are impacted out of the top 55 million. For the few experiences that will be impacted on Storage, the respective creators have been contacted via a private DevForum message in their inbox.

For the few creators above the limits, we will support you with guides and tools (such as observability dashboards, Data Stores Manager, and the ability to conduct batch processing). These tools are available for anyone who wants to optimize, and we will release them throughout the year.

Lastly, we have heard many creators ask for the ability to go beyond the established service usage limits. As such, we are looking into ways to allow creators who want to use even more resources and build more expansive worlds. We recognize that your experience may be unique and may require additional resources. More information on this will be shared in the coming weeks.

Timeline for Rollout

Today, we launch our first solutions:

  1. New DataStores Access Observability Dashboard – allows you to measure how your usage compares to the upcoming Access limits. You will still have visibility to the current Access dashboard for existing operational needs.

  2. Data Stores Manager - a new way to view, filter, browse, and understand how your DataStores are being used along with storage usage insights.

Upcoming limits updates for DataStores

Access
We are changing today’s limits to one where limits are now per-experience instead of per-server, enabling greater flexibility. We have also adjusted the request typing and updated the request with more generous ceilings.

Request Type Functions Requests per Minute per Universe
Standard
Get GetAsync()
GetVersionAsync()
250 + CCU × 40
Set SetAsync()
IncrementAsync()
UpdateAsync()
250 + CCU × 20
List ListDataStoresAsync()
ListKeysAsync()
ListVersionAsync()
10 + CCU × 2
Remove RemoveAsync() 100 + CCU × 40
Ordered DataStores
Get GetAsync() 250 + CCU × 40
Set SetAsync()
IncrementAsync()
UpdateAsync()
250 + CCU × 20
Get Sorted GetSortedAsync() 100 + CCU × 2
Remove RemoveAsync() 100 + CCU × 40

Note: RemoveVersionAsync() will now be in the deprecated state.

Storage
Limit Type Limit Allotted
Standard Storage 100 MB + 1 MB * (Lifetime Players)

Please share questions and comments below.

Thank you,
Roblox Services team


FAQs

How will I know if I’m at risk of hitting the limits of DataStores?

  • If you are forecasted to be at risk of impact with the new limit definitions, you will have received direct communication and guidance on what actions you can take. You have approximately one year of lead time before the limits are enforced in early 2026.

  • You may use tools like the Observability Dashboard and Data Stores Manager to track the quota limits and the usage for your experience.

After the new limits go live, what if my experience has a quick growth in users and usage consumption?

  • We are working towards a throttling grace policy to help account for burst scenarios. More information on this will be shared later this year.

What should I do if I hit the limits?

  • We have designed a comprehensive framework for you to identify root causes and take action to optimize. This includes email alerts, highlights and tips on the insights dashboard, error logs, and optimization guides (such as Memory Stores). For those who want to save time or still need more, we are exploring ways to offer this in a scalable way.

What about Ordered DataStores Storage?

  • We do not have any changes to announce for Ordered DataStores Storage at this time, but we are exploring it and will share as soon as we have something concrete.
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Thank you for these updates! I’ll no longer need to use a custom plugin or external api to view and edit datastores in quick succession.

11 Likes

Please avoid using acronyms before first using the full term, you should not expect people to know what an acronym means especially when its your proprietary term; What is CCU?

Am I understanding this correctly that the requests per minute is now linked to how many players the experience has rather than how many servers are currently running? If so, this is a big improvement, however I do think that having a base limit per server is also really important, as datastores won’t always be related to specific users.
For example there may be other data developers use to identify stats about individual servers or developers may have leaderboards that will have each server calling and updating them and thus a player-based limit will result in a slight reduction of requests that can be used for players to ensure leaderboards do not fail.

9 Likes

Will the data stores manager show us if we will go over the per-experience limits before they’re activated? My Movie uses a lot of data store actions and so I want to feel confident we will not break while I’m unable to fix it.

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Thank you roblox for completely making me abandon my voxel game! I will make sure to make cashgrabs only from now on. The only engine that introduces downgrades as time goes.

Seriously, I have to workaround your unfixed bugs, broken new features, and now I will have to pay for extra data? Whats the point of roblox if it doesn’t cover the hosting costs for me?

Yeah…

10 Likes

So there’s a 1MB limit per user, even though the limit for a single key right now is 4MB, which most everyone is currently using as the “max per user”

Essentially 75% less data can be stored per user if I’m reading this correctly.

I’m so glad I’m able to give Roblox 75% of what my game makes for these awesome updates!

21 Likes

So were basically getting a downgrade as of what we have now… being able to store 4x less data thanks roblox :star_struck:

14 Likes

Realistically, most players should not be reaching the point of 1MB data unless you save a lot of random junk when they first play. Many people will randomly join and leave forever. It’s lifetime players, not MAU or something. For us, we haven’t even reached half a TB of data used but have 25TB of limit.


These changes are great, and I love the difference calculation for DataStore operations. Is there any plans to increase the 4MB per key or is that staying as-is?

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All sandbox/data heavy small games will be affected aswell. Games like city builders, factory games, even Lumber Tycoon might get affected if this is basically “Storage limit scales by CCU”

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it is 100 mb per data store !!!
edit :- i have just found out that it is per experience , hey unity do you have a place for me ?

2 Likes

I think people are misrepresenting how much data a game actually uses.

Unless you’re storing massive user-generated open worlds, this will not affect you. Through my years developing, I don’t even think my data ever exceeded 0.1MB per player.

5 Likes

I have experiences where most players use a small amount of data storage, but very few can end up using a lot. I am still very far below the total storage limit, but are there any plans to increase the data limit per data store key from 4mb to anything higher? The 4mb storage limit per data store key is already very generous, and most players never get near the limit. But I think it would be useful to allow a higher limit per individual data store key if you have a lot of extra unused space in the total storage limit of an experience, if that makes sense.

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Still there is more constraint on developers. the already low 4mb we had per user is now 1mb.

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well i have 0.20 kb per user in average is that bad and how can i improve it ?

There are two calculations used by Roblox here.

  • TOTAL storage is 100 MB + 1MB * Lifetime players
  • PER KEY storage is 4MB as it has been

As I explained above, most of your lifetime players will never reach 1MB of data used. Four people joining randomly and dropping off give you enough space for one player to reach the data cap for their DataStore entry.

To verify this yourself, you can check the page Roblox linked here: Error codes and limits | Documentation - Roblox Creator Hub

The Storage Limits section is different from the Data Limits section that describes the 4MB limit.

5 Likes

ok now that i’ve properly read this. This affects building games quite drastically.

We’ve always run under the assumption that we could use 4MiB for each build file separately from each other, now this is going to be a much larger logistical headache for us. It would be better if you just didn’t add this limit but I guess it pleases investors to cut costs.

The other solution is to give us a proper way to save UGC build or world files using Roblox’s asset system in a way where it doesn’t expose the asset to the person who created this. This has been an issue with CreatePlaceAsync and CreateAssetAsync.

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roblox is literally broke so they are prioritizing their top experiences , that is all !

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Brookhaven has 61 petabytes of storage then? Which costs around £8Million if using SSD

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could not they take the 1m dollars of the hunt mega edition for better data stores ? or the 1.8 b of the cube 3d ai slop ?

1 Like