DataStores Access and Storage Updates

You should be able to see your current usage and limit in the Creator Hub now, under the new “Data Stores Manager” section. I’m currently under the assumption that this will barely affect most developers and use cases, however a building game like this would be an exception to that.

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.

Given this quote, I imagine most games probably don’t have to think about these problems and limits unless they were being overly excessive.


I’m assuming you’re calculating based off visits, but Roblox calculates per unique player that has ever played your experience. This is unobtainable publicly as far as I’m aware.

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We shouldn’t have to rely on the amount of players that randomly join the game and leave.


As much as it is nice to have 4MBs of data per key, the increment of 1mb per user is VERY low. Games that store in-game player creations such as buildings, recordings, items, even multiple slots (which means the player is able to play multiple characters in the same game and they all have to save…). I can easily see that getting to more than 1mb per serious player.

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This.

The limit shouldn’t need to exist in the first place, if nobody’s hitting the limit anyway, outside of a few fringe cases, whats the point of adding it? It feels like a non issue that Roblox is doing to please investors with the lie that it’ll cut costs (when it really wont).

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yeah this will make the idea of a building game for new developers is impossible unless you will not save them

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don’t do this update, this will end smaller games

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I’m being realistic. My personal experience is with a game that has considered moving player data off to a custom solution due to data store limits per key - I’m familiar with the problem. We’ve had to implement inventory limits and manually handle problems of data loss because of select players reaching the data limit constantly.

Despite this however, we still barely scratch at our total limit:
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I’m not arguing against an increase to this limit, but it is lifetime players and not CCU/DAU/MAU/etc.

I’d personally love to see an increase to both per-key and total storage. I’m just trying to help clarify the reality most people will face as there’s a lot of confusion.

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i aint readin allat can someone tell me if this is bad

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Yeah it’s bad, Roblox is now implementing a maximum datastore size for all experiences. Whilst most probably won’t hit this limit, voxel / world generated games are basically not possible anymore.

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With the current cut roblox takes from your revenue, and the constraints they set on developers. Also being behind as an engine compared to other engines but still focusing all their efforts into ai tools no one needs.

Is roblox still worth it…

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it is bad for custom creation games which is made by small/new developers , in conc there is now a limit for the data you store in your experience “not per data store but per experience” which is 100 mb + 1 mb * life time users

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tbh i expected this to be bad but im not concerned lmao you guys cry over everything

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What is this update supposed to do though?

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lets move to unity together rather than this engine that lacks a lot

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This situation isn’t great, but the idea that it will kill smaller games is just wrong. You don’t even need 1MB in most cases. Let me break down how much space that actually is, because some people clearly don’t get it.

1 Megabyte = 1,024 kilobytes = 1,048,576 bytes.

That’s over A MILLION characters per player. Most datastore keys don’t even hit ONE kilobyte which can store over 1,000 characters alone.

It’s frustrating to see Roblox’s corporate side taking over again, but it’s not as bad as everyone’s making it seem.

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it will not be an issue in most cases but for custom creation games which is made by new developers

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at least add a way to remove versions

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4x less data :drooling_face:
Lovely downgrade

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I think people in this thread are drastically overexaggerating the effect this will have on sandbox games.

4MB has always been extremely generous–given any kind of thoughtful architecturing that should support enormous builds.

The only reason it would be a problem is if the vast vast majority of your players are building things over 1MB. This is not the reality of what will happen–a large amount of unique players don’t stick around for long, or won’t build enough to hit 1MB, which should be quite a large barrier for a sandbox game.

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That’s exactly why they offer 100MB for each experience from the start. It’s all been calculated, and it doesn’t seem to make any real difference.

As I mentioned before, in most cases, you won’t even come close to using half a megabyte unless you’re actively trying.

So take a step back and find another drama to fuel with your inaccurate claims.

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I’m really interested in seeing the usage/limit for one of these types of games if a developer can provide it. A lot of it also comes down to data storage method - if you’re making a really serious building game, you’d probably use a binary format for storage over storing all the objects and properties as JSON.

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