Claude Skill

roblox-open-cloud

Use Roblox Open Cloud for external automation or supported in-experience HTTP calls. Covers API keys, OAuth, scopes, Secrets Store, webhooks, rate limits, and choosing REST versus engine APIs.

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Part of nonlooped/roblox-suite — 15 skills

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skills CLI npx skills add https://github.com/nonlooped/roblox-suite/tree/main/roblox-open-cloud
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Git git clone https://github.com/nonlooped/roblox-suite.git

The skills CLI installs just this skill, for any of its supported agents. Claude Code installs the whole nonlooped/roblox-suite collection as a plugin from our marketplace. Git is the plain clone.

Skill manifest

roblox-open-cloud

Open Cloud is the REST API surface for Roblox resources. It lets you build command-line tools, web apps, CI/CD pipelines, scheduled jobs, and external automation that read and write the same resources your live game servers use, without running a game server.

Cross-reference:

Authentication

Three auth models, in order of preference:

1. API keys (recommended for most automation)

All Open Cloud APIs accept an x-api-key header containing an API key string. Create keys on the Creator Dashboard → API Keys page.

  • A key's access is determined by the permissions of the user who owns it. It can reach any resource that user can, including their personal experiences and any group-owned experiences where they have the right role.
  • Some scopes can be restricted to specific experiences; not all.
  • Best practices (from the official docs):
    • Create separate keys per application to isolate blast radius.
    • Select the minimum permissions needed; restrict scope to specific experiences where possible.
    • Use IP restrictions (CIDR notation). But not when calling from Roblox game servers (Roblox server IPs aren't known/predictable).
    • Set expiration dates for short-term keys; avoid them for long-term use without a rotation process.
    • Never store keys in source control, scripts, or public channels. Use a secrets manager; in Roblox places use a Secrets Store.
    • For group-owned resources, create a dedicated alternate account with only the target group access and generate the key there. Don't use your personal account's key for group automation.

2. OAuth 2.0 (for apps acting on behalf of other users)

Use OAuth 2.0 when your app needs to act on behalf of a Roblox user who isn't you (e.g. a third-party tool a creator logs into). See https://create.roblox.com/docs/cloud/auth/oauth2-overview. Has stronger stability guarantees and regular updates.

3. legacy cookie auth (avoid)

Legacy APIs use cookie-based auth, can break without notice, and have minimal stability guarantees. Not recommended for production. Only use for one-off internal tooling where breakage is acceptable.

API key lifecycle

API keys have these statuses (from the official docs):

Status Reason Resolution
Active No issues. N/A
Disabled You toggled Enable Key off. Toggle it back on.
Expired Expiration date passed. Remove or set a new expiration.
Auto-Expired Unused or unmodified for 60 days (even without a set expiration). Disable then re-enable, or update any property.
Revoked Group key: the generating account lost group access. Regenerate the key.
Moderated A Roblox admin changed the key secret for security. Regenerate.
User Moderated The generating account is under moderation. Resolve the moderation.

The 60-day auto-expiry is the most common surprise: keys you set up and forget will silently stop working. Either use them regularly or build a rotation/reminder process.

Introspect endpoint

POST https://apis.roblox.com/api-keys/v1/introspect verifies whether a key is usable from the caller's IP and whether the key/user is moderated. Useful for debugging "why is my key failing":

curl --location --request POST 'https://apis.roblox.com/api-keys/v1/introspect' \
--header 'Content-Type: application/json' \
--data '{"apiKey": "your-api-key"}'

Returns the key name, authorized user, scopes (with userId/groupId/universeId/universeDatastore resource identifiers; * means all resources of that type), enabled, expired, and expirationTimeUtc.

The endpoint map

Base URL: https://apis.roblox.com/cloud/v2/... (plus a few apis.roblox.com/<feature>/v1/... legacy paths for assets). All v2 endpoints accept x-api-key.

Data and memory stores (the most-used surface)

Data stores (/cloud/v2/universes/{universe_id}/data-stores/...):

  • ListDataStores, SnapshotDataStores (daily snapshot trigger).
  • ListDataStoreEntries, CreateDataStoreEntry, GetDataStoreEntry, UpdateDataStoreEntry, IncrementDataStoreEntry, DeleteDataStoreEntry.
  • ListDataStoreEntryRevisions (version history per entry).
  • Scoped variants under /data-stores/{data_store_id}/scopes/{scope}/entries/....
  • Rate limits (v2): share the experience Data Store request budgets with in-engine APIs (read/write/list/remove scale with concurrent users). See error codes & limits and rate-limit external callers (fixed spacing or leaky bucket). Do not assume Open Cloud has a separate unlimited pool.
  • Legacy v1 (/datastores/v1/, /ordered-data-stores/v1/): after July 29, 2026 the fixed non-scaling tables on the throttling guide apply only to those legacy paths.

Memory stores (/cloud/v2/universes/{universe_id}/memory-stores/...):

  • Sorted maps: ListMemoryStoreSortedMapItems, CreateMemoryStoreSortedMapItem, GetMemoryStoreSortedMapItem, UpdateMemoryStoreSortedMapItem, DeleteMemoryStoreSortedMapItem.
  • Queues: CreateMemoryStoreQueueItem, ReadMemoryStoreQueueItems, DiscardMemoryStoreQueueItems.
  • FlushMemoryStore (requires universe.memory-store:flush).

Ordered data stores (/cloud/v2/universes/{universe_id}/ordered-data-stores/...):

  • ListOrderedDataStoreEntries, CreateOrderedDataStoreEntry, GetOrderedDataStoreEntry, UpdateOrderedDataStoreEntry, IncrementOrderedDataStoreEntry, DeleteOrderedDataStoreEntry.
  • Same shared experience budget model as standard Data Stores v2 (see error-codes page).

Universes and places

  • GetUniverse, UpdateUniverse.
  • PublishUniverseMessage (publish a message to all servers of a universe; external counterpart to MessagingService).
  • RestartUniverseServers (restart all live servers of a universe).
  • GetPlace, UpdatePlace (publish a place version; the CI/CD primitive).
  • GetInstance, UpdateInstance.

Assets

  • GetAsset, ListAssetVersions, GetAssetVersion (v1 path: apis.roblox.com/assets/v1/assets/{assetId}).
  • Asset upload (images, audio, models) via the assets API. Useful for batch-importing content.

Users and inventories

  • GetUser, GenerateUserThumbnail.
  • ListInventoryItems.

Groups

  • GetGroup, ListGroupMemberships, UpdateGroupMembership, ListGroupRoles, GetGroupRole, ListGroupJoinRequests, AcceptGroupJoinRequest, DeclineGroupJoinRequest, GetGroupShout.

Monetization (cross-ref roblox-gamepasses)

  • Game passes: CreateGamePass, UpdateGamePass, GetGamePassConfig, ListGamePassConfigsByUniverse.
  • Developer products: CreateDeveloperProduct, UpdateDeveloperProduct, GetDeveloperProductConfig, ListDeveloperProductConfigsByUniverse.
  • Subscriptions: managed via subscription endpoints; webhook events for cancelled/purchased/refunded/renewed.

Moderation and bans

  • ListUserRestrictions, GetUserRestriction, UpdateUserRestriction (place- and universe-scoped), ListUserRestrictionLogs.

Luau execution

  • CreateLuauExecutionSessionTask (run Luau against a universe/place from outside the engine; treat as privileged).

Notifications and configs

  • CreateUserNotification (send a notification to a user from outside the experience).
  • Configs (CreatorConfigs): GetConfigRepositoryValues, draft/publish/revision flow for live configuration.

Creator store

  • CreateCreatorStoreProduct, GetCreatorStoreProduct, UpdateCreatorStoreProduct, CreatorStoreAssetsSearch.

See https://create.roblox.com/docs/en-us/cloud for the full, current list (new endpoints are added regularly).

Calling Open Cloud from in-experience (HttpService)

A subset of Open Cloud endpoints is callable from inside a live game server via HttpService. This is how you do things like update group memberships or kick users from external triggers without leaving the experience.

Requirements:

  • Enable Allow HTTP Requests in Experience Settings.
  • The API key must be stored as a Secret via the Secrets Store. Retrieve it with HttpService:GetSecret("APIKey"). Never hardcode the key in a script.
  • Only the x-api-key and content-type headers are allowed.
  • The x-api-key value must be a Secret datatype, not a string.
  • The .. string is not allowed in URL path parameters (so data stores/entries containing .. are inaccessible from HttpService).
  • Only HTTPS; no ports below 1024 except 80/443; port 1194 blocked.

Rate limits (per game server):

  • 2500 Open Cloud requests per minute per server. Exceeding stalls request methods for ~30 seconds and pcall may fail with "Number of Open Cloud requests exceeded limit."
  • Open Cloud requests do not count against the separate 500-req/min general HTTP limit.
  • Each endpoint also has a per-key-owner limit enforced regardless of where calls originate.

Example: update a group membership from an experience.

--!strict
local HttpService = game:GetService("HttpService")

local function updateGroupMembership(groupId: string, membershipId: string, roleId: string)
    local response
    local ok, err = pcall(function()
        response = HttpService:RequestAsync({
            Url = `https://apis.roblox.com/cloud/v2/groups/{groupId}/memberships/{membershipId}`,
            Method = "PATCH",
            Headers = {
                ["Content-Type"] = "application/json",
                ["x-api-key"] = HttpService:GetSecret("APIKey"), -- Secret, not string
            },
            Body = HttpService:JSONEncode({ role = `groups/{groupId}/roles/{roleId}` }),
        })
    end)
    if not ok then
        warn("HTTP request failed:", err)
        return false
    end
    if response.Success then
        print("Updated:", response.StatusCode, response.StatusMessage)
        return true
    end
    warn("Error:", response.StatusCode, response.StatusMessage)
    return false
end

Best practices: pcall everything; retry safe reads by default, but retry mutations only with endpoint-specific idempotency semantics. On 429, honor retry-after, then x-ratelimit-reset, before bounded exponential backoff. Always retain the last response/error and do not sleep after the final attempt. Aggregate into bulk endpoints where possible; rely on HTTP/2 (automatic, but send lowercase header names). The Observability Dashboard (Creator Hub → Monitoring) shows request count and response time for your HttpService calls.

Webhooks

Open Cloud emits webhooks for certain events, including subscription events (cancelled, purchased, refunded, renewed). Set up a webhook endpoint in your app, register it via the Cloud API, and Roblox will POST event payloads to it. This is the real-time path for subscription analytics without polling GetUserSubscriptionPaymentHistoryAsync. See https://create.roblox.com/docs/en-us/cloud/webhooks/webhook-notifications.

The Transaction Refunded trigger is separate from the subscription events. It covers developer products, passes, private servers, and paid access, but not subscriptions. Its payload includes the buyer, product type and ID, the Robux amount (the product's original price, not what the buyer paid), the universe and place, the transaction or receipt ID, and the refund time. A refunded pass or avatar item is revoked by Roblox automatically; a refunded developer product's benefit exists only in your experience's code, so remove it from player data yourself when this notification arrives.

The October 2026 refund-trigger note is experimental guidance pending a second human review (critical tier). Verify the payload on a test purchase before relying on it.

Decision tree: in-engine vs Open Cloud

Need Use
Normal player data read/write during a live server In-engine DataStoreService
External bulk migration, cleanup, RTBF deletion Open Cloud Data Stores
Scheduled daily snapshot before a risky publish Open Cloud SnapshotDataStores
Restart all servers after a config change Open Cloud RestartUniverseServers
Publish a place from CI Open Cloud UpdatePlace
Upload many assets programmatically Open Cloud Assets
Update a group role from in-experience HttpService + Open Cloud UpdateGroupMembership
Send a notification to a user outside the experience Open Cloud CreateUserNotification
Real-time subscription event analytics Open Cloud webhooks
Normal monetization prompts/grants in-experience In-engine MarketplaceService
Manage game pass/dev product config externally Open Cloud game passes / developer products

Security checklist

  • Keys stored in a secrets manager or Secrets Store, never in source/scripts.
  • Minimum-permission scopes; experience-restricted where possible.
  • IP restrictions for non-Roblox-server callers.
  • Expiration dates on short-term keys; rotation process for long-term.
  • Dedicated automation account for group resources (not your personal account).
  • No .. in data store keys you need to reach from HttpService.
  • pcall every call; retry reads safely and require explicit idempotency before mutation retries.
  • x-api-key passed as Secret from HttpService, not string.
  • Audit key usage via the introspect endpoint and the Observability Dashboard.
  • Disable/delete unused keys (they auto-expire after 60 days anyway, but don't rely on that as your only cleanup).
  • Treat CreateLuauExecutionSessionTask as privileged: it runs Luau against your universe.

Common mistakes

  • Using legacy cookie-auth APIs for production (they break without notice).
  • Storing API keys in scripts or source control.
  • Using a personal account's key for group automation (compromises all your resources if the key leaks).
  • Hitting the 2500-req/min HttpService Open Cloud limit by not batching.
  • Running bulk Open Cloud v2 Data Store jobs without a client-side rate limiter (shared experience budget → live servers throttle).
  • Expecting .. in data store keys to work from HttpService (it doesn't).
  • Forgetting the 60-day auto-expiry and having automation silently break.
  • Using Open Cloud for things the in-engine API already does (unnecessary external dependency and latency).

How to proceed

  1. Identify whether the task is in-engine or external. If external, Open Cloud.
  2. Create an API key with the minimum scopes for the task. If group-owned, use a dedicated account.
  3. Store the key in a Secrets Store if calling from HttpService; otherwise in your secrets manager.
  4. Test with the introspect endpoint and a single GET.
  5. Build the workflow with pcall, header-aware rate limiting, and method/endpoint-aware retries. For bulk, prefer batch endpoints.
  6. Set up webhooks for events you want in real time (subscriptions).
  7. Monitor via the Observability Dashboard; rotate/replace keys before they auto-expire.

Sources

Reference index

Files (roblox-suite)
  • references
    • auth-and-keys.md 5.6 KB
      ---
      read_when: "Configure API keys, OAuth, scopes, or key rotation"
      last_reviewed: 2026-06-17
      ---
      
      # Open Cloud authentication and keys
      
      > The September 2026 OAuth registration section is experimental guidance pending a second human review; the linked official registration requirements remain authoritative.
      
      **Official source:** https://create.roblox.com/docs/en-us/cloud/auth/api-keys
      
      ## Three auth models
      
      | Model | Use | Stability |
      | --- | --- | --- |
      | **API key** (`x-api-key` header) | Most automation, server-to-server, CI/CD | Strong; recommended default |
      | **OAuth 2.0** | Apps acting on behalf of other Roblox users (third-party tools with login) | Strong; regular updates |
      | **Legacy cookie** | Internal one-off tooling only | Minimal; can break without notice; avoid for production |
      
      ## Creating an API key
      
      1. Creator Dashboard → [API Keys](https://create.roblox.com/dashboard/credentials?activeTab=ApiKeysTab) → Create API Key.
      2. Name it by purpose (e.g. `PLACE_PUBLISHING_KEY`).
      3. **Access Permissions** → pick an API system. Add multiple if needed.
      4. If supported, restrict to a specific experience (or disable "Restrict by Experience" for all your experiences; broader blast radius).
      5. **Select Operations** → minimum permissions. Each operation documents its required scope (e.g. `FlushMemoryStore` needs `universe.memory-store:flush`). See the [scopes reference](https://create.roblox.com/docs/en-us/cloud/reference/scopes).
      6. **Security** → optional IP allowlist in CIDR notation (e.g. `192.168.0.0/24`). Do **not** use IP restrictions for keys called from Roblox game servers (their IPs aren't predictable).
      7. Optional expiration date.
      8. Save & Generate. **Copy the key now**. You won't see it again.
      9. Verify on the [API Extensions](https://create.roblox.com/dashboard/credentials) page.
      
      The key string is a password. Never share it, never commit it, never paste it in a public channel.
      
      ## Scopes and resource identifiers
      
      Each scope can carry resource identifiers:
      - `userId` / `groupId`: for creator-targeted scopes.
      - `universeId`: for experience-targeted scopes.
      - `universeDatastore`: `{universeId, datastoreName}` for data-store-object scopes.
      - `*`: all resources of that type (broad; avoid where possible).
      
      Example introspect response (see below):
      
      ```json
      {
        "name": "test key",
        "authorizedUserId": 234,
        "scopes": [
          { "name": "universe-datastores.objects", "operations": ["create"],
            "universeDatastores": [{ "universeId": "123", "datastoreName": "playerData" }] },
          { "name": "asset", "operations": ["write"], "groupIds": ["*"], "userIds": ["*"] }
        ],
        "enabled": true,
        "expired": false,
        "expirationTimeUtc": "2026-01-01T12:00:00.000Z"
      }
      ```
      
      ## Group-owned resources: the dedicated account pattern
      
      An API key grants access to **all** resources the owning user can reach, including personal experiences outside the group. If you use your personal key for group automation and it leaks, everything you can touch is exposed.
      
      Official recommendation:
      1. Create a new, dedicated Roblox account purely for automation.
      2. Invite it to the group.
      3. Assign the minimum role needed (e.g. "Create and edit group experiences").
      4. Log in as that account and create the API key there.
      5. Use that key for group automation.
      
      This isolates blast radius to just the group.
      
      ## Key status and the 60-day auto-expiry
      
      | Status | Why | Fix |
      | --- | --- | --- |
      | Active | OK | - |
      | Disabled | You toggled Enable Key off | Toggle on |
      | Expired | Expiration passed | Remove/set new expiration |
      | **Auto-Expired** | **Unused or unmodified for 60 days** (even without a set expiration) | Disable→enable, or update any property |
      | Revoked | Group key: generating account lost access | Regenerate |
      | Moderated | Roblox changed the secret for security | Regenerate |
      | User Moderated | Generating account under moderation | Resolve moderation |
      
      The 60-day auto-expiry is the #1 cause of "my automation stopped working and I didn't change anything." Either use your keys regularly or build a rotation reminder.
      
      ## Introspect endpoint
      
      `POST https://apis.roblox.com/api-keys/v1/introspect`. Verify a key from the caller's IP and check moderation status. Use this when debugging unexpected 401/403s.
      
      ```bash
      curl --location --request POST 'https://apis.roblox.com/api-keys/v1/introspect' \
      --header 'Content-Type: application/json' \
      --data '{"apiKey": "your-api-key"}'
      ```
      
      ## Best practices summary (official)
      
      - Separate keys per application.
      - Minimum permissions; restrict by experience where possible.
      - IP restrictions for non-Roblox-server callers.
      - Expiration dates for short-term keys.
      - Dedicated alternate accounts for group resource management.
      - Store keys in a secrets manager; in Roblox places use a [Secrets Store](https://create.roblox.com/docs/en-us/cloud-services/secrets).
      - Never share via public channels.
      - Use the introspect endpoint to diagnose.
      - Disable/delete unused keys: don't rely on auto-expiry as your only cleanup.
      
      ## Sources
      
      - https://create.roblox.com/docs/en-us/cloud/auth/api-keys
      - https://create.roblox.com/docs/en-us/cloud/reference/scopes
      - https://create.roblox.com/docs/en-us/cloud-services/secrets
      
      ## OAuth app registration and review
      
      Select one app category before choosing scopes; the available scopes follow that category. Request only permissions used by implemented functionality. Public review requires a demo video of at most one minute showing the signed-out state, consent flow, redirect, and resulting app experience, plus a justification for the category and scopes. The app remains private while review is pending.
      
      Source: https://create.roblox.com/docs/cloud/auth/oauth2-registration.
      
    • calling-from-in-experience.md 5.4 KB
      ---
      read_when: "Call supported Open Cloud endpoints through HttpService and handle retries"
      last_reviewed: 2026-07-16
      ---
      
      # Calling Open Cloud from in-experience
      
      **Official source:** https://create.roblox.com/docs/en-us/cloud-services/http-service
      
      A subset of Open Cloud endpoints is callable from inside a live game server via `HttpService`. This lets you do things like update group memberships, manage bans, or publish universe messages from within the experience without an external server.
      
      ## Prerequisites
      
      1. **Allow HTTP Requests** in Experience Settings (Studio → Game Settings → Security, or the dashboard).
      2. **Create an API key** with the scopes for the endpoints you'll call.
      3. **Save the key to a Secrets Store** and retrieve it with `HttpService:GetSecret("APIKey")`. Never hardcode a key in a script. Client-visible scripts are exploitable and the key would leak.
      
      ## Constraints
      
      - Only the `x-api-key` and `content-type` headers are allowed.
      - `x-api-key` must be a `Secret` datatype (from `HttpService:GetSecret`), not a plain string.
      - The `..` string is **not allowed** in URL path parameters. Data stores or entries whose key/name contains `..` are unreachable from `HttpService`.
      - HTTPS only. Ports below 1024 blocked except 80 and 443; port 1194 blocked.
      - HTTP/2 is used automatically when available. Send header names in lowercase.
      
      ## Rate limits
      
      - **2500 Open Cloud requests per minute** per game server. Exceeding stalls request methods for ~30 seconds; `pcall` may fail with "Number of Open Cloud requests exceeded limit."
      - Open Cloud requests do **not** count against the separate 500-req/min general HTTP limit.
      - Each endpoint also has a per-key-owner limit enforced regardless of caller.
      
      ## Supported endpoints (subset)
      
      The full list is in the official doc; categories include:
      - **Assets**: `GetAsset`, `ListAssetVersions`, `GetAssetVersion`.
      - **Bans/blocks**: `ListUserRestrictions`, `GetUserRestriction`, `UpdateUserRestriction` (place and universe scoped), `ListUserRestrictionLogs`.
      - **Configs**: CreatorConfigs draft/publish/revision flow.
      - **Creator Store**: product CRUD + search.
      - **Developer products**: create/update/get/list configs.
      - **Game passes**: create/update/get/list configs.
      - **Data & memory stores**: data stores (list/snapshot/entries CRUD/increment/revisions), memory stores (sorted maps, queues, flush), ordered data stores (CRUD/increment).
      - **Groups**: get, memberships, roles, join requests, shout.
      - **Inventories**: `ListInventoryItems`.
      - **Luau execution**: `CreateLuauExecutionSessionTask` (privileged).
      - **Notifications**: `CreateUserNotification`.
      - **Places**: get/update place, get/update instance.
      - **Universes**: get/update, publish message, restart servers.
      - **Users**: get, generate thumbnail.
      
      New endpoints are added to the supported list over time; check the official doc for the current set.
      
      ## Pattern
      
      ```lua
      --!strict
      local HttpService = game:GetService("HttpService")
      
      local function callOpenCloud(method: string, path: string, body: any?)
          local response
          local ok, err = pcall(function()
              response = HttpService:RequestAsync({
                  Url = `https://apis.roblox.com/cloud/v2/{path}`,
                  Method = method,
                  Headers = {
                      ["Content-Type"] = "application/json",
                      ["x-api-key"] = HttpService:GetSecret("APIKey"), -- Secret
                  },
                  Body = if body ~= nil then HttpService:JSONEncode(body) else nil,
              })
          end)
          if not ok then
              warn("Open Cloud request failed:", err)
              return false, nil
          end
          if not response.Success then
              warn(`Open Cloud error {response.StatusCode}: {response.StatusMessage}`)
              return false, response
          end
          return true, response
      end
      ```
      
      ## Best practices (official)
      
      - **pcall everything** and handle failures with a plan (retry, degrade, alert).
      - Retry safe reads by default, but require endpoint-specific idempotency semantics before retrying mutations. A transport error or 5xx can occur after a mutation was processed.
      - On HTTP 429, honor `retry-after` first and `x-ratelimit-reset` when available; use bounded exponential backoff only when the response supplies no delay.
      - Return the last response/error, and never sleep after the final attempt. Only send an idempotency header when both the endpoint and the in-experience header allowlist support it.
      - **Batch where possible**: aggregate per-player data into one request if a bulk endpoint exists.
      - Validate and sanitize all received data.
      - Monitor via the **Observability Dashboard** (Creator Hub → Monitoring). Request Count and Response Time charts, filterable by request type, status, and endpoint.
      
      ## When *not* to use this
      
      - For data store operations available through `DataStoreService`, use the engine API. It has budget integration and does not consume the 2500/min `HttpService` Open Cloud budget.
      - For monetization prompts/grants: use in-engine `MarketplaceService`.
      - For anything the client can see the source of: keys in client scripts are exploitable.
      
      Use `HttpService` + Open Cloud when the in-engine API genuinely can't do the thing (group management, external-triggered bans, universe-wide message publish from a specific server, etc.).
      
      ## Sources
      
      - https://create.roblox.com/docs/en-us/cloud-services/http-service
      - https://create.roblox.com/docs/en-us/cloud-services/secrets
      - https://create.roblox.com/docs/en-us/cloud/reference/rate-limits
      
  • scripts
    • OpenCloudRequest.lua 5.8 KB · in bundle
  • tests
    • OpenCloudRequest.spec.lua 1.1 KB · in bundle
  • SKILL.md 16.7 KB
    ---
    name: roblox-open-cloud
    description: "Use Roblox Open Cloud for external automation or supported in-experience HTTP calls. Covers API keys, OAuth, scopes, Secrets Store, webhooks, rate limits, and choosing REST versus engine APIs."
    last_reviewed: 2026-08-18
    ---
    
    # roblox-open-cloud
    
    Open Cloud is the REST API surface for Roblox resources. It lets you build command-line tools, web apps, CI/CD pipelines, scheduled jobs, and external automation that read and write the same resources your live game servers use, without running a game server.
    
    Cross-reference:
    - [roblox-datastores/SKILL.md](../roblox-datastores/SKILL.md): in-engine DataStore API; Open Cloud Data Stores is the external counterpart.
    - [roblox-gamepasses/SKILL.md](../roblox-gamepasses/SKILL.md): game passes, developer products, and subscriptions also have Open Cloud management endpoints.
    - [roblox-networking/SKILL.md](../roblox-networking/SKILL.md): for in-experience HTTP via `HttpService` and the security model around outbound requests.
    - [roblox-core/SKILL.md](../roblox-core/SKILL.md): services, `HttpService`, script contexts.
    
    ## Authentication
    
    Three auth models, in order of preference:
    
    ### 1. API keys (recommended for most automation)
    
    All Open Cloud APIs accept an `x-api-key` header containing an API key string. Create keys on the [Creator Dashboard → API Keys](https://create.roblox.com/dashboard/credentials?activeTab=ApiKeysTab) page.
    
    - A key's access is determined by the **permissions of the user who owns it**. It can reach any resource that user can, including their personal experiences and any group-owned experiences where they have the right role.
    - Some scopes can be restricted to specific experiences; not all.
    - **Best practices** (from the official docs):
      - Create **separate keys per application** to isolate blast radius.
      - Select the **minimum permissions** needed; restrict scope to specific experiences where possible.
      - Use **IP restrictions** (CIDR notation). But **not** when calling from Roblox game servers (Roblox server IPs aren't known/predictable).
      - Set **expiration dates** for short-term keys; avoid them for long-term use without a rotation process.
      - **Never** store keys in source control, scripts, or public channels. Use a secrets manager; in Roblox places use a [Secrets Store](https://create.roblox.com/docs/en-us/cloud-services/secrets).
      - For **group-owned resources**, create a dedicated alternate account with only the target group access and generate the key there. Don't use your personal account's key for group automation.
    
    ### 2. OAuth 2.0 (for apps acting on behalf of other users)
    
    Use OAuth 2.0 when your app needs to act on behalf of a Roblox user who isn't you (e.g. a third-party tool a creator logs into). See https://create.roblox.com/docs/cloud/auth/oauth2-overview. Has stronger stability guarantees and regular updates.
    
    ### 3. legacy cookie auth (avoid)
    
    Legacy APIs use cookie-based auth, can break without notice, and have minimal stability guarantees. **Not recommended for production.** Only use for one-off internal tooling where breakage is acceptable.
    
    ## API key lifecycle
    
    API keys have these statuses (from the official docs):
    
    | Status | Reason | Resolution |
    | --- | --- | --- |
    | Active | No issues. | N/A |
    | Disabled | You toggled **Enable Key** off. | Toggle it back on. |
    | Expired | Expiration date passed. | Remove or set a new expiration. |
    | Auto-Expired | **Unused or unmodified for 60 days** (even without a set expiration). | Disable then re-enable, or update any property. |
    | Revoked | Group key: the generating account lost group access. | Regenerate the key. |
    | Moderated | A Roblox admin changed the key secret for security. | Regenerate. |
    | User Moderated | The generating account is under moderation. | Resolve the moderation. |
    
    The 60-day auto-expiry is the most common surprise: keys you set up and forget will silently stop working. Either use them regularly or build a rotation/reminder process.
    
    ### Introspect endpoint
    
    `POST https://apis.roblox.com/api-keys/v1/introspect` verifies whether a key is usable from the caller's IP and whether the key/user is moderated. Useful for debugging "why is my key failing":
    
    ```bash
    curl --location --request POST 'https://apis.roblox.com/api-keys/v1/introspect' \
    --header 'Content-Type: application/json' \
    --data '{"apiKey": "your-api-key"}'
    ```
    
    Returns the key name, authorized user, scopes (with `userId`/`groupId`/`universeId`/`universeDatastore` resource identifiers; `*` means all resources of that type), `enabled`, `expired`, and `expirationTimeUtc`.
    
    ## The endpoint map
    
    Base URL: `https://apis.roblox.com/cloud/v2/...` (plus a few `apis.roblox.com/<feature>/v1/...` legacy paths for assets). All v2 endpoints accept `x-api-key`.
    
    ### Data and memory stores (the most-used surface)
    
    **Data stores** (`/cloud/v2/universes/{universe_id}/data-stores/...`):
    - `ListDataStores`, `SnapshotDataStores` (daily snapshot trigger).
    - `ListDataStoreEntries`, `CreateDataStoreEntry`, `GetDataStoreEntry`, `UpdateDataStoreEntry`, `IncrementDataStoreEntry`, `DeleteDataStoreEntry`.
    - `ListDataStoreEntryRevisions` (version history per entry).
    - Scoped variants under `/data-stores/{data_store_id}/scopes/{scope}/entries/...`.
    - **Rate limits (v2):** share the experience Data Store request budgets with in-engine APIs (read/write/list/remove scale with concurrent users). See [error codes & limits](https://create.roblox.com/docs/cloud-services/data-stores/error-codes-and-limits#access-limits) and rate-limit external callers (fixed spacing or leaky bucket). Do not assume Open Cloud has a separate unlimited pool.
    - **Legacy v1** (`/datastores/v1/`, `/ordered-data-stores/v1/`): after July 29, 2026 the fixed non-scaling tables on the [throttling guide](https://create.roblox.com/docs/cloud/guides/data-stores/throttling) apply only to those legacy paths.
    
    **Memory stores** (`/cloud/v2/universes/{universe_id}/memory-stores/...`):
    - Sorted maps: `ListMemoryStoreSortedMapItems`, `CreateMemoryStoreSortedMapItem`, `GetMemoryStoreSortedMapItem`, `UpdateMemoryStoreSortedMapItem`, `DeleteMemoryStoreSortedMapItem`.
    - Queues: `CreateMemoryStoreQueueItem`, `ReadMemoryStoreQueueItems`, `DiscardMemoryStoreQueueItems`.
    - `FlushMemoryStore` (requires `universe.memory-store:flush`).
    
    **Ordered data stores** (`/cloud/v2/universes/{universe_id}/ordered-data-stores/...`):
    - `ListOrderedDataStoreEntries`, `CreateOrderedDataStoreEntry`, `GetOrderedDataStoreEntry`, `UpdateOrderedDataStoreEntry`, `IncrementOrderedDataStoreEntry`, `DeleteOrderedDataStoreEntry`.
    - Same shared experience budget model as standard Data Stores v2 (see error-codes page).
    
    ### Universes and places
    
    - `GetUniverse`, `UpdateUniverse`.
    - `PublishUniverseMessage` (publish a message to all servers of a universe; external counterpart to `MessagingService`).
    - `RestartUniverseServers` (restart all live servers of a universe).
    - `GetPlace`, `UpdatePlace` (publish a place version; the CI/CD primitive).
    - `GetInstance`, `UpdateInstance`.
    
    ### Assets
    
    - `GetAsset`, `ListAssetVersions`, `GetAssetVersion` (v1 path: `apis.roblox.com/assets/v1/assets/{assetId}`).
    - Asset upload (images, audio, models) via the assets API. Useful for batch-importing content.
    
    ### Users and inventories
    
    - `GetUser`, `GenerateUserThumbnail`.
    - `ListInventoryItems`.
    
    ### Groups
    
    - `GetGroup`, `ListGroupMemberships`, `UpdateGroupMembership`, `ListGroupRoles`, `GetGroupRole`, `ListGroupJoinRequests`, `AcceptGroupJoinRequest`, `DeclineGroupJoinRequest`, `GetGroupShout`.
    
    ### Monetization (cross-ref roblox-gamepasses)
    
    - Game passes: `CreateGamePass`, `UpdateGamePass`, `GetGamePassConfig`, `ListGamePassConfigsByUniverse`.
    - Developer products: `CreateDeveloperProduct`, `UpdateDeveloperProduct`, `GetDeveloperProductConfig`, `ListDeveloperProductConfigsByUniverse`.
    - Subscriptions: managed via subscription endpoints; webhook events for `cancelled`/`purchased`/`refunded`/`renewed`.
    
    ### Moderation and bans
    
    - `ListUserRestrictions`, `GetUserRestriction`, `UpdateUserRestriction` (place- and universe-scoped), `ListUserRestrictionLogs`.
    
    ### Luau execution
    
    - `CreateLuauExecutionSessionTask` (run Luau against a universe/place from outside the engine; treat as privileged).
    
    ### Notifications and configs
    
    - `CreateUserNotification` (send a notification to a user from outside the experience).
    - Configs (CreatorConfigs): `GetConfigRepositoryValues`, draft/publish/revision flow for live configuration.
    
    ### Creator store
    
    - `CreateCreatorStoreProduct`, `GetCreatorStoreProduct`, `UpdateCreatorStoreProduct`, `CreatorStoreAssetsSearch`.
    
    See https://create.roblox.com/docs/en-us/cloud for the full, current list (new endpoints are added regularly).
    
    ## Calling Open Cloud from in-experience (`HttpService`)
    
    A subset of Open Cloud endpoints is callable from inside a live game server via `HttpService`. This is how you do things like update group memberships or kick users from external triggers without leaving the experience.
    
    **Requirements:**
    - Enable **Allow HTTP Requests** in Experience Settings.
    - The API key must be stored as a `Secret` via the [Secrets Store](https://create.roblox.com/docs/en-us/cloud-services/secrets). Retrieve it with `HttpService:GetSecret("APIKey")`. Never hardcode the key in a script.
    - Only the `x-api-key` and `content-type` headers are allowed.
    - The `x-api-key` value must be a `Secret` datatype, not a string.
    - The `..` string is **not allowed** in URL path parameters (so data stores/entries containing `..` are inaccessible from `HttpService`).
    - Only HTTPS; no ports below 1024 except 80/443; port 1194 blocked.
    
    **Rate limits (per game server):**
    - **2500 Open Cloud requests per minute** per server. Exceeding stalls request methods for ~30 seconds and `pcall` may fail with "Number of Open Cloud requests exceeded limit."
    - Open Cloud requests **do not** count against the separate 500-req/min general HTTP limit.
    - Each endpoint also has a per-key-owner limit enforced regardless of where calls originate.
    
    Example: update a group membership from an experience.
    
    ```lua
    --!strict
    local HttpService = game:GetService("HttpService")
    
    local function updateGroupMembership(groupId: string, membershipId: string, roleId: string)
        local response
        local ok, err = pcall(function()
            response = HttpService:RequestAsync({
                Url = `https://apis.roblox.com/cloud/v2/groups/{groupId}/memberships/{membershipId}`,
                Method = "PATCH",
                Headers = {
                    ["Content-Type"] = "application/json",
                    ["x-api-key"] = HttpService:GetSecret("APIKey"), -- Secret, not string
                },
                Body = HttpService:JSONEncode({ role = `groups/{groupId}/roles/{roleId}` }),
            })
        end)
        if not ok then
            warn("HTTP request failed:", err)
            return false
        end
        if response.Success then
            print("Updated:", response.StatusCode, response.StatusMessage)
            return true
        end
        warn("Error:", response.StatusCode, response.StatusMessage)
        return false
    end
    ```
    
    **Best practices:** pcall everything; retry safe reads by default, but retry mutations only with endpoint-specific idempotency semantics. On 429, honor `retry-after`, then `x-ratelimit-reset`, before bounded exponential backoff. Always retain the last response/error and do not sleep after the final attempt. Aggregate into bulk endpoints where possible; rely on HTTP/2 (automatic, but send lowercase header names). The Observability Dashboard (Creator Hub → Monitoring) shows request count and response time for your `HttpService` calls.
    
    ## Webhooks
    
    Open Cloud emits webhooks for certain events, including **subscription** events (`cancelled`, `purchased`, `refunded`, `renewed`). Set up a webhook endpoint in your app, register it via the Cloud API, and Roblox will POST event payloads to it. This is the real-time path for subscription analytics without polling `GetUserSubscriptionPaymentHistoryAsync`. See https://create.roblox.com/docs/en-us/cloud/webhooks/webhook-notifications.
    
    The **Transaction Refunded** trigger is separate from the subscription events. It covers developer products, passes, private servers, and paid access, but not subscriptions. Its payload includes the buyer, product type and ID, the Robux amount (the product's original price, not what the buyer paid), the universe and place, the transaction or receipt ID, and the refund time. A refunded pass or avatar item is revoked by Roblox automatically; a refunded developer product's benefit exists only in your experience's code, so remove it from player data yourself when this notification arrives.
    
    > The October 2026 refund-trigger note is experimental guidance pending a second human review (critical tier). Verify the payload on a test purchase before relying on it.
    
    ## Decision tree: in-engine vs Open Cloud
    
    | Need | Use |
    | --- | --- |
    | Normal player data read/write during a live server | In-engine `DataStoreService` |
    | External bulk migration, cleanup, RTBF deletion | Open Cloud Data Stores |
    | Scheduled daily snapshot before a risky publish | Open Cloud `SnapshotDataStores` |
    | Restart all servers after a config change | Open Cloud `RestartUniverseServers` |
    | Publish a place from CI | Open Cloud `UpdatePlace` |
    | Upload many assets programmatically | Open Cloud Assets |
    | Update a group role from in-experience | `HttpService` + Open Cloud `UpdateGroupMembership` |
    | Send a notification to a user outside the experience | Open Cloud `CreateUserNotification` |
    | Real-time subscription event analytics | Open Cloud webhooks |
    | Normal monetization prompts/grants in-experience | In-engine `MarketplaceService` |
    | Manage game pass/dev product config externally | Open Cloud game passes / developer products |
    
    ## Security checklist
    
    - [ ] Keys stored in a secrets manager or Secrets Store, never in source/scripts.
    - [ ] Minimum-permission scopes; experience-restricted where possible.
    - [ ] IP restrictions for non-Roblox-server callers.
    - [ ] Expiration dates on short-term keys; rotation process for long-term.
    - [ ] Dedicated automation account for group resources (not your personal account).
    - [ ] No `..` in data store keys you need to reach from `HttpService`.
    - [ ] pcall every call; retry reads safely and require explicit idempotency before mutation retries.
    - [ ] `x-api-key` passed as `Secret` from `HttpService`, not string.
    - [ ] Audit key usage via the introspect endpoint and the Observability Dashboard.
    - [ ] Disable/delete unused keys (they auto-expire after 60 days anyway, but don't rely on that as your only cleanup).
    - [ ] Treat `CreateLuauExecutionSessionTask` as privileged: it runs Luau against your universe.
    
    ## Common mistakes
    
    - Using legacy cookie-auth APIs for production (they break without notice).
    - Storing API keys in scripts or source control.
    - Using a personal account's key for group automation (compromises all your resources if the key leaks).
    - Hitting the 2500-req/min `HttpService` Open Cloud limit by not batching.
    - Running bulk Open Cloud v2 Data Store jobs without a client-side rate limiter (shared experience budget → live servers throttle).
    - Expecting `..` in data store keys to work from `HttpService` (it doesn't).
    - Forgetting the 60-day auto-expiry and having automation silently break.
    - Using Open Cloud for things the in-engine API already does (unnecessary external dependency and latency).
    
    ## How to proceed
    
    1. Identify whether the task is in-engine or external. If external, Open Cloud.
    2. Create an API key with the minimum scopes for the task. If group-owned, use a dedicated account.
    3. Store the key in a Secrets Store if calling from `HttpService`; otherwise in your secrets manager.
    4. Test with the introspect endpoint and a single GET.
    5. Build the workflow with pcall, header-aware rate limiting, and method/endpoint-aware retries. For bulk, prefer batch endpoints.
    6. Set up webhooks for events you want in real time (subscriptions).
    7. Monitor via the Observability Dashboard; rotate/replace keys before they auto-expire.
    
    ## Sources
    
    - https://create.roblox.com/docs/en-us/cloud
    - https://create.roblox.com/docs/en-us/cloud/auth/api-keys
    - https://create.roblox.com/docs/cloud/auth/oauth2-overview
    - https://create.roblox.com/docs/en-us/cloud-services/http-service
    - https://create.roblox.com/docs/en-us/cloud/reference/rate-limits
    - https://create.roblox.com/docs/cloud-services/data-stores/error-codes-and-limits (Open Cloud v2 Data Store shared budgets)
    - https://create.roblox.com/docs/cloud/guides/data-stores/throttling (legacy v1 Data Store limits)
    - https://create.roblox.com/docs/en-us/cloud/webhooks/webhook-notifications
    - https://create.roblox.com/docs/en-us/cloud-services/secrets
    
    <!-- catalog:references:start -->
    ## Reference index
    
    - [auth-and-keys.md](references/auth-and-keys.md): Configure API keys, OAuth, scopes, or key rotation.
    - [calling-from-in-experience.md](references/calling-from-in-experience.md): Call supported Open Cloud endpoints through HttpService and handle retries.
    <!-- catalog:references:end -->
    

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