If you've been scouring DevForum or hanging out in scripting Discord servers lately, you probably know that finding a reliable roblox game info script is one of those tasks that sounds easy until you actually try to do it. At its core, the goal is simple: you want to grab data about a specific game—maybe its name, its current player count, the thumbnail, or even the like-to-dislike ratio—and use that information somewhere else. Whether you're building a "Portal" room in your main game or setting up a Discord bot to track your game's growth, getting that data accurately is what matters.
Most developers realize pretty quickly that there isn't just "one" way to do this. Depending on where you're trying to display the information (inside a Roblox game or on an external platform), your approach is going to change quite a bit. It's all about working with the tools Roblox gives us, and sometimes, working around the limitations they put in our way.
Why Do You Actually Need One?
You might be wondering why someone would go through the trouble of writing a roblox game info script instead of just typing the info manually. Well, the answer is automation. If you're managing a multi-place universe or a group with ten different games, manually updating the player counts or descriptions on a GUI is a nightmare.
Think about a "More Games" menu. If you hardcode the player counts, they'll be wrong five minutes after you publish the update. By using a script to fetch this data live, your UI stays fresh, your players stay informed, and you don't have to lift a finger once the system is set up. It's also incredibly useful for tracking milestones. A lot of creators use scripts to ping a webhook when their game hits a certain number of visits or likes, which is a great way to keep the team motivated.
The Built-in Way: MarketplaceService
Inside the Roblox engine, the most common way to handle a roblox game info script is through MarketplaceService. This is a built-in service that handles everything from developer products to asset details. Specifically, the GetProductInfo() function is your best friend here.
When you pass a Place ID into GetProductInfo(), Roblox returns a big table (a dictionary, really) full of data. It'll give you the name of the place, the description, the date it was created, and even the ID of the creator. It's incredibly fast because it's an internal call, and you don't have to worry about setting up any complicated HTTP requests.
The catch? It doesn't give you everything. If you're looking for the current number of active players or the specific like/dislike counts, GetProductInfo() might let you down. It's great for static or semi-static info, but for "live" social stats, you usually have to look elsewhere.
Getting Live Stats with HttpService
This is where things get a little more technical. To get the "juicy" data—like how many people are playing right this second—you usually have to talk to the Roblox Web APIs. Now, here's the kicker: Roblox doesn't let you send an HttpService request from a Roblox server to a roblox.com domain. They block it to prevent certain types of abuse and loops.
To get around this for your roblox game info script, most scripters use a proxy. A proxy basically acts as a middleman. Your script sends a request to the proxy, the proxy asks the Roblox API for the data, and then the proxy sends it back to you. It sounds like a lot of extra steps, but it's actually the standard way to do things in the dev community.
Common proxies like RoProxy have become the go-to for this. Once you have a proxy set up, you can hit the "games" API endpoint. This will return a JSON object containing the playing count, the visits, and the favoritedCount. If you've never worked with JSON before, don't sweat it; Roblox has a HttpService:JSONDecode() function that turns that messy string of text into a neat table you can use in your code.
Handling the Universe ID vs. Place ID Confusion
One thing that trips up almost every beginner when writing a roblox game info script is the difference between a Place ID and a Universe ID.
- Place ID: This is what you see in your browser's URL bar. It refers to a specific level or map.
- Universe ID: This is the "true" ID for the entire game project.
Most of the web APIs require the Universe ID, not the Place ID. If you try to use the Place ID to get player counts, the API will probably just shrug and return an error. You can actually use MarketplaceService to find the Universe ID by looking at the UniverseId property of the table returned by GetProductInfo. It's a bit of a "two-step" process: get the Universe ID first, then use that to fetch the live game stats.
Displaying the Info in Your Game
Once you've actually grabbed the data, you need to do something with it. Usually, this means updating a SurfaceGui or a ScreenGui. When you're writing the part of your roblox game info script that handles the UI, you want to make sure it's efficient.
Don't refresh the data every second.
Seriously, I've seen games lag out because they were trying to fetch game info on a while wait(1) do loop. Not only is that hard on the client, but you'll also run into rate limits. Roblox (and proxies) will eventually tell you to "slow down" if you're asking for data too often. A good rule of thumb is to refresh every 30 to 60 seconds. That's more than enough to keep player counts looking "live" without breaking anything.
The Scripting Logic
If you were to sit down and write a basic version of this, your logic would look something like this:
- Define the Place ID you want to track.
- Use
MarketplaceServiceto get the basic info (Name, UniverseId). - Use
HttpService(via a proxy) to reach out to the Games API using that UniverseId. - Decode the data you get back.
- Update your
TextLabelsorImageLabelswith the new information. - Wrap the whole thing in a
pcall(protected call) because the internet is messy and requests fail all the time.
Using a pcall is super important. If the proxy is down for a second and your script doesn't have a pcall, the whole script will error and stop working. By wrapping it, you ensure that if one update fails, the script just waits and tries again a minute later.
Ethical Use and Rate Limits
We should probably talk about being a good citizen of the platform. When you're running a roblox game info script, you're using resources. If you have 500 servers all running the same script and hitting a proxy every few seconds, that adds up.
Always try to cache your data. If you're fetching info for a global leaderboard or a "top games" list, maybe fetch it on the server once and then distribute that data to the clients using a RemoteEvent. There's no reason for every single player's local script to be making its own web requests. Keep it centralized on the server to keep things running smoothly.
Moving Beyond Simple Stats
Once you get comfortable with a basic roblox game info script, you can start doing some really cool stuff. For example, some developers use these scripts to check if their game is currently under maintenance or to see if a new version has been published.
You can even fetch the "Icon" of the game to display it dynamically. Since the icon might change during a holiday update or a special event, your script will automatically pick up the new look. It makes your world feel connected and alive, rather than a collection of static buttons and old images.
Final Thoughts
At the end of the day, a roblox game info script is really just a bridge between your game and the massive amount of data Roblox stores on its servers. It's one of those things that separates a "built-it-and-forgot-it" game from a professional-feeling experience.
It takes a little bit of trial and error to get the proxy requests right and to handle the JSON decoding without any hiccups, but once you have a template that works, you can reuse it in every project you start. Just remember: keep your requests reasonable, use pcall to avoid crashes, and always double-check whether you need the Place ID or the Universe ID. Happy scripting!