The best implementation is not “check DataStore on every join and instantly bounce.” That can work, but it is rough and can create loops.
Use a hybrid soft-update system:
- Store the latest intended version in
DataStoreService.
- Broadcast an update signal with
MessagingService.
- Give players a countdown, for example 10 minutes.
- Mark the server as “closing” so new joiners do not start important gameplay.
- Teleport players once, with retry handling.
- Use Roblox’s built-in Migrate to Latest Update for hard guarantees when needed.
Roblox’s own update docs say migrating players to an updated version works by restarting outdated servers and stopping matchmaking to servers designated for shutdown. (Creator Hub) MessagingService is useful for notifying all live servers about the update because PublishAsync sends a message to subscribers on a topic. (Creator Hub) DataStoreService is fine for storing the authoritative version, and GetAsync is the normal read path, though reads can be briefly cached. (Creator Hub)
My recommendation
Use the 10-minute pre-redirect window as your main flow.
Do not rely only on this:
return CURRENT_VERSION < latestVersion
That tells you the server is old, but it does not solve:
- where the player should go,
- whether Roblox will place them into another old public server,
- whether an old server keeps bouncing them,
- whether the teleport failed,
- whether they are in combat/trading/data-save state,
- whether the server has already begun shutdown.
Instead, make each server enter a controlled state:
local ServerState = {
IsOutdated = false,
ShutdownAt = nil,
Redirecting = {},
}
Then once an update is published, old servers show UI like:
“A new update is available. This server will restart in 10:00.”
At the end, save player state and teleport them.
How to manually update VersionStore
You have three good options.
Option A: Admin-only in-game command
This is the simplest if you trust only yourself/admins.
local DataStoreService = game:GetService("DataStoreService")
local MessagingService = game:GetService("MessagingService")
local Players = game:GetService("Players")
local VersionStore = DataStoreService:GetDataStore("GameVersion")
local ADMINS = {
[123456789] = true, -- your UserId
}
local UPDATE_TOPIC = "GameUpdate"
local function publishUpdate(newVersion, delaySeconds)
VersionStore:SetAsync("Latest", {
version = newVersion,
publishedAt = os.time(),
delaySeconds = delaySeconds or 600,
})
MessagingService:PublishAsync(UPDATE_TOPIC, {
version = newVersion,
publishedAt = os.time(),
delaySeconds = delaySeconds or 600,
})
end
Players.PlayerAdded:Connect(function(player)
player.Chatted:Connect(function(message)
if not ADMINS[player.UserId] then
return
end
local version = tonumber(message:match("^!update%s+(%d+)$"))
if version then
publishUpdate(version, 600)
end
end)
end)
Then in-game you type:
!update 13
That updates the DataStore and broadcasts to all live servers.
Option B: Open Cloud / external deployment script
This is better long-term. Roblox Open Cloud lets you access Roblox resources through REST APIs, including data stores, so you can make your deployment pipeline update the version automatically after publishing. (Creator Hub)
Example flow:
Publish Roblox update
↓
Deployment script sets DataStore "GameVersion/Latest" to 13
↓
Deployment script publishes update message
↓
Old servers enter 10-minute shutdown window
This is the cleanest professional setup.
Option C: Roblox Data Stores Manager
Roblox also has a Data Stores Manager for browsing and monitoring data stores from Creator Hub. (Creator Hub) I would use this for debugging, not as your main production update workflow.
Better version object
Do not store just a number. Store a table:
{
version = 13,
publishedAt = 1710000000,
delaySeconds = 600,
force = false
}
This gives you room to support:
- normal soft update,
- forced emergency update,
- countdown duration,
- rollback,
- announcement text,
- phased updates.
Server-side version module
local DataStoreService = game:GetService("DataStoreService")
local VersionStore = DataStoreService:GetDataStore("GameVersion")
local VersionService = {}
VersionService.CURRENT_VERSION = 12
VersionService.Latest = {
version = VersionService.CURRENT_VERSION,
publishedAt = 0,
delaySeconds = 600,
force = false,
}
function VersionService:GetLatest()
local ok, result = pcall(function()
return VersionStore:GetAsync("Latest")
end)
if not ok or result == nil then
warn("Failed to fetch latest game version:", result)
return self.Latest
end
if typeof(result) == "number" then
result = {
version = result,
publishedAt = 0,
delaySeconds = 600,
force = false,
}
end
self.Latest = result
return result
end
function VersionService:IsOutdated()
local latest = self:GetLatest()
return self.CURRENT_VERSION < latest.version
end
return VersionService
Soft shutdown listener
Put this in ServerScriptService.
local MessagingService = game:GetService("MessagingService")
local Players = game:GetService("Players")
local TeleportService = game:GetService("TeleportService")
local VersionService = require(script.Parent.VersionService)
local PLACE_ID = game.PlaceId
local UPDATE_TOPIC = "GameUpdate"
local shuttingDown = false
local shutdownAt = nil
local redirecting = {}
local function notifyPlayers(secondsRemaining)
-- Replace this with your RemoteEvent UI call.
print("Server restarting in", secondsRemaining, "seconds")
end
local function teleportPlayer(player)
if redirecting[player] then
return
end
redirecting[player] = true
local ok, err = pcall(function()
TeleportService:TeleportAsync(PLACE_ID, { player })
end)
if not ok then
warn("Teleport failed for", player.Name, err)
redirecting[player] = nil
task.delay(10, function()
if player.Parent and shuttingDown then
teleportPlayer(player)
end
end)
end
end
local function beginSoftShutdown(updateData)
if shuttingDown then
return
end
if VersionService.CURRENT_VERSION >= updateData.version then
return
end
shuttingDown = true
local delaySeconds = updateData.delaySeconds or 600
shutdownAt = os.time() + delaySeconds
task.spawn(function()
while shuttingDown do
local remaining = math.max(0, shutdownAt - os.time())
notifyPlayers(remaining)
if remaining <= 0 then
break
end
task.wait(30)
end
for _, player in ipairs(Players:GetPlayers()) do
teleportPlayer(player)
end
end)
end
local ok, err = pcall(function()
MessagingService:SubscribeAsync(UPDATE_TOPIC, function(message)
beginSoftShutdown(message.Data)
end)
end)
if not ok then
warn("Failed to subscribe to update topic:", err)
end
task.spawn(function()
task.wait(10)
if VersionService:IsOutdated() then
beginSoftShutdown(VersionService.Latest)
end
end)
Players.PlayerAdded:Connect(function(player)
if shuttingDown then
-- Tell them immediately through UI:
-- "This server is updating. You will be moved shortly."
task.delay(3, function()
if player.Parent then
teleportPlayer(player)
end
end)
end
end)
Preventing players from being kicked around older servers
This is the important part: do not teleport repeatedly just because isOutdated() is true.
Add a TeleportData flag:
local teleportOptions = Instance.new("TeleportOptions")
teleportOptions:SetTeleportData({
fromVersion = VersionService.CURRENT_VERSION,
updateRedirect = true,
redirectedAt = os.time(),
})
Then use:
TeleportService:TeleportAsync(PLACE_ID, { player }, teleportOptions)
On join, read the teleport data:
local joinData = player:GetJoinData()
local teleportData = joinData.TeleportData
if teleportData and teleportData.updateRedirect then
print(player.Name, "arrived from update redirect")
end
Then apply a cooldown:
local recentlyRedirected = teleportData
and teleportData.updateRedirect
and os.time() - teleportData.redirectedAt < 120
if recentlyRedirected and VersionService:IsOutdated() then
-- Do not instantly bounce again.
-- Show message and wait, or let Roblox migration handle it.
end
This prevents the worst loop:
Old server → old server → old server → old server
Can you guarantee they always land in a new server?
Not perfectly with normal public TeleportAsync(game.PlaceId, players).
Roblox matchmaking may still place them into an existing server unless Roblox has marked old servers for shutdown/migration. The stronger options are:
Strongest: use Roblox “Migrate to Latest Update”
For important updates, use Roblox’s built-in migration. It is designed to restart outdated servers and stop matchmaking to servers marked for shutdown. (Creator Hub)
Better custom approach: reserved server
You can reserve a server and teleport players there. ReserveServerAsync returns an access code that can be used to teleport players to a reserved server. (Creator Hub)
But for normal live game updates, I would only use reserved servers if you have a lobby/session architecture. For a normal public experience, Roblox’s migration feature is usually the cleaner solution.
Final architecture I’d use
For regular updates:
Publish update
↓
Set VersionStore.Latest = new version
↓
Publish MessagingService update
↓
Old servers show 10-minute countdown
↓
Old servers block new match starts/trades/raids
↓
At countdown end, save data
↓
Teleport players once
↓
If necessary, use Migrate to Latest Update from Creator Dashboard
For emergency breaking updates:
Publish update
↓
Set VersionStore.Latest with force = true
↓
Broadcast immediately
↓
Save player data
↓
Teleport/kick/migrate immediately
My answer to your final question
Yes, I would use the 10-minute pre-redirect window.
I would not scrap the DataStore version system, though. I would use DataStore as the source of truth, MessagingService as the live notification system, and the 10-minute window as the player-friendly migration behavior.
The simple isOutdated() function is fine as a helper, but it should not directly cause an immediate redirect on every join. That is what creates loops and bad UX.