Ok you keep it as that but my main finisher would just be, I am worrying about the limits and no I do not think botting will be worth it, I do not condone botting, my main question would be how does Roblox define a lifetime player, would someone who join for 10 seconds count? Someone who joins for 5 count? Or is it someone who does a input event like moving their mouse or clicking a key.
Are you compressing world data well? I have a small mining game with free private servers that have permanent world data(including lots of data that is from world versions that will never be accessible again) and my game doesn’t seem to be too close to the datastore limits.
I also have a sandbox tycoon. That one takes up quite a lot of data, but still very much within the limits
I’ve done the math. This update is really not that bad lol. People are so naive for thinking that Roblox is forcing 1 megabyte max per player.
The lifetime is basically how many unique players you’ve had in your game total.
This is correct. I have an ordinary decade-old game that has 90M visits. It takes up just under the amount of data as my 2M visit game that has world saving. If your game is ordinary(not sandbox/world saving), you should have nothing to worry about. Even so, it the datastore limits seem quite flexible.
For those curious, here’s an example.
Example:
- 1000 lifetime players
- of which 875 players that play the game casually use about 0.2 mb on average (optimistic amount)
- the remaining 125 players play seriously and push the limits.
This means you’ll have 100+1x1000=1.100 mb of storage for your game.
Lets assume that 100mb was reserved for leaderboards and other non-player data. So 1000mb space for player data.
We know that 875 players will only use 0.25mb of data per player. So that takes up 875x0.25=218.75mb of data. The remaining 125 will basically have (1000-218.75)/125≈6mb of data per player. But of course you can still only have like 4mb max per key. So basically nothing changed much.
(Of course this is just an example, and I don’t mean to say that your game won’t need more data than allowed by Roblox.)
So is it really that bad? Also consider that a significant percent of your player base won’t play the game again. So you basically stack up even more space over time.
You’re right that this limit won’t impact most experiences (99.99%+), including voxel and UGC games. These will still be buildable, but if storage usage grows significantly, data management practices like clean-up or re-architecting may be needed. If your game is one of the few (<30) affected, you should have received a direct message with suggested options.
The 4MB write limit will remain unchanged. The total storage will be 100MB + 1MB per lifetime player, ensuring that 99.99%+ of experiences won’t hit this limit. Most experiences’ player data won’t even come close to using 1MB, so the impact should be minimal for the majority of games.
We understand your concerns. The 4MB limit refers to the total throughput available for writes per minute, not the storage per build file. The total storage allotted is 100MB + 1MB per lifetime player, ensuring that the vast majority of experiences are unaffected by these limits. This helps Roblox maintain its platform and provide resources to the broader community.
We value your feedback and are actively exploring solutions for handling different types of data, including better asset system options. We’ll take your comments about the asset exposure issue into account.
I have a mining game with private servers that save the world. Just a guess off the top of my head, I could probably kill 70% of my datastore usage with a simple command, as lots of my datastores are completely unneeded(namely because the world is dead as its from a previous game version).
Will tools be implemented to allow for vast amounts of data deletion? Going through 51k Datastores and clearing all the keys of the datastores I don’t need isn’t feasible currently.
DataStores support saving buffers.
Yeah this could be a potential issue for me, the problem I have here is 1MB per player.
1MB is a good amount of data for smaller games and for games with limited customization, but for bigger games with larger customization options, it could be a problem. I would much rather have 4MB allocated per player, at least that way we could use a full datastore key for each player. I’m assuming that the current projected limit wasn’t decided lightly, but bear with me here.
I’m aware that this is a “lifetime players” metric, and not at all a CCU or DAU limit, and for my own project, I don’t expect the average player to be using a full DataStore key, but there are “unlimited” save slots within a limit of 4MB, I may have to limit the potential players who really enjoy my experience and are very active on it who could’ve benefited from the ability to use a full DataStore key. Sure, I probably don’t have to, since this will very likely end up being in my favor in the end, but I tend to try and architect things around the weakest link in the chain.
In my case, it’s not so bad, since my project doesn’t genuinely rely on having more than 1MB of data, in a very worst case scenario I can limit the data and be in only a slightly worse spot than I was before, but what about for potential larger experiences? What if I wanted to create a survival game where each player has their own worlds and it’s a procedurally generated world that the player can build in? Well, only Roblox can answer that one now.
The new API request limits are nice though, but it would be nice to see a way to delete datastores. I tried removing keys from some test datastores that are now unused, but the datastore itself is actually still stored.
this will be plenty of data for building games, even smaller ones. even most complex buildings will not reach 1 mb
At least 1 building game should definitely be on the list of 30 experiences that went past the limit. Building games naturally take up more data as there can be multiple save files and many things to save.
I am curious if roblox would increase limits to building games slightly because of that fact, or will the limit never change regardless of the game genre?
The only solution I can think of to developers with these games is to make sure multiple save files are locked behind some game-passes so the data consumption goes down.
if a building game goes over a limit its really just poor data management. you don’t see other platforms like AWS giving out free extra storage because someone exceeds their limit. for multiple save files, it’s likely better to show the user how much storage they’ve used out of their limit.
on part, for example, you only need to save position, size, color, and material
Will there ever be an option to delete DataStores?
Our old game used to run on individual DataStores per player.
That’s not the case anymore, but the universe has racked up way too many DataStores.
from then.
DataStores will compress the data automatically. Only the compressed amount for the latest version counts against the storage limit.
Looks like there is an issue. I’m seeing this in console, not sure if related. Everyone is seeing 100mb. Mine was previously 6.5tb.
Great. Now more people are going to act like it’s the end of the world.
30% actually, and 10% goes to the game owner in games like pls donate