Does your Roblox game need some troubleshooting related to data loss, throttling, or corruption? The choice between DataStoreService and ProfileService can make or break your game. This detailed guide will cover:
Main contrast between DataStore and ProfileService
When to use each (and when NOT to)
Live code examples showing best practices
How to safeguard against data loss & exploits
Remain glued on, for this will help you decide wisely how your game will feature.
1. Introduction - The Importance of Data Saving
It is all about what all Roblox developers are complaining about, that progress being lost due to failed saves, race conditions, or throttling. Both DataStoreService (the in-house system of Roblox) and ProfileService (the community-built module) have ways of dealing with it but quite differently.
Which one should you use? Let’s do a point to point comparison.
2. DataStoreService-Built-in Option
How It Works
- Keeps player data in cloud storage by Roblox.
- Uses
GetAsync()
,SetAsync()
, andUpdateAsync()
. - The most basic throttling protection (but easy to hit limits).
Pros
No external dependencies (built into Roblox)
Simple for small games
Works for global data (not just players)
Cons
Race conditions (last-write-wins problem)
No session locking (players could lose their data)
Manual retry logic is needed (throttling issues)
No built-in caching (slower reads)
Example Code (Basic DataStore)
local DataStoreService = game:GetService("DataStoreService")
local coinsStore = DataStoreService:GetDataStore("PlayerCoins")
game.Players.PlayerAdded:Connect(function(player)
local key = "Player_" .. player.UserId
local success, data = pcall(function()
return coinsStore:GetAsync(key)
end)
if success then
player.leaderstats.Coins.Value = data or 100 -- Default 100 coins
else
warn("Failed to load data:", data)
end
end)
game.Players.PlayerRemoving:Connect(function(player)
local key = "Player_" .. player.UserId
pcall(function()
coinsStore:SetAsync(key, player.leaderstats.Coins.Value)
end)
end)
Problem: If a player leaves too quickly, their data might not save!
3. ProfileService – The Reliable Alternative
How It Works
-
Wraps around DataStore but adds:
- Session locking (prevents data loss)
- Auto-retry on throttling
- In-memory caching (faster access)
- Used in popular games like Adopt Me! and Brookhaven.
Pros
No data loss (handles disconnects safely)
Automatic throttling recovery
Built-in caching (faster reads)
Supports data versioning (for updates)
Cons
Requires external module Download Here
Slightly more complex setup
Example Code (ProfileService)
local ProfileService = require(game.ServerScriptService.ProfileService)
local profileStore = ProfileService.GetProfileStore("PlayerData", {
Coins = 100,
Gems = 10,
})
game.Players.PlayerAdded:Connect(function(player)
local profile = profileStore:LoadProfileAsync("Player_" .. player.UserId)
if not profile then player:Kick("Data load failed!") return end
-- Data is now SAFELY loaded and locked
local leaderstats = Instance.new("Folder")
leaderstats.Name = "leaderstats"
leaderstats.Parent = player
local coins = Instance.new("IntValue")
coins.Name = "Coins"
coins.Value = profile.Data.Coins
coins.Parent = leaderstats
-- Auto-saves when player leaves
profile:ListenToRelease(function()
player:Kick("Saved data!")
end)
if not player:IsDescendantOf(game) then
profile:Release()
end
end)
Why this is better:
- No race conditions (ProfileService locks data per session).
- Auto-retries if Roblox throttles requests.
- Data won’t corrupt if the player leaves suddenly.
4. Key Differences (Comparison Table)
Feature | DataStoreService | ProfileService |
---|---|---|
Prevents data loss |
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Handles throttling |
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Session locking |
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Data caching |
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Easy migrations |
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Setup complexity |
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5. When Should You Use Each?
Use DataStoreService If:
- You’re making a simple game with non-critical data.
- You need global data storage (not just player data).
- You don’t want external dependencies.
Use ProfileService If:
- You care about preventing data loss (e.g., in a progression-based game).
- You want automatic throttling handling.
- You need data versioning (for future updates).
6. Final Verdict – Which One Wins?
- For most games → ProfileService is better (prevents headaches).
- For tiny projects → DataStoreService is fine (but be careful with saves).
ProfileService is the clear winner for any serious game with currencies, leaderboards, or player progression.
What Do You Think?
- Do you prefer DataStore or ProfileService?
- Have you experienced data loss issues before?
- Any other data-saving tips?
Let’s discuss in the replies!
(Upvote if this helped you!)
Helpful Links:
Related Posts:
Conclusion
If you never want to see a player complain about lost progress again, ProfileService is the way to go. DataStore is usable, but its risks make it unreliable for important data.
Will you use DataStoreService or ProfileService in your next project? Let me know below!