Best wishes, this is really neat. I hope it won't get slaughtered by Roblox's legal team. A potential use-case might be to create a Linux-native client. The one used by most right now (Sober) is proprietary, after the previous (Vinegar) got shut down because of Linux haxxors.
> I hope it won't get slaughtered by Roblox's legal team.
I'm not saying Roblox won't try, but this project strikes me as very obviously legal.
If legality was a spectrum, I'd rank this higher than VLC Media Player (patents) and way above an NES emulator. I suppose it'd be below Android, and Oracle did sue over Android.
Emulators are unambiguously legal as long as the emulator author doesn't distribute copyrighted software without permission, and as long as no encryption is involved (recent action by Nintendo have made that bit a little unclear).
Curious what makes you say it'd be less legally dubious than an emulator? To me, it seems this would be at the same legality as the NES emulator because you're basically 'emulating' the environment Roblox game code runs in. To be fair if that intuition's correct it'd still be legal like emulators are if they're careful.
The supreme court ruled against oracle that an API cannot be copyrighted, but Roblox can still ban you for using an unofficial client (like discord does)
This looks like it just reimplements a few Roblox APIs in an open source engine. It would of probably made more sense to just create a Roblox to Godot translator or something.
Second, your poking a multi billion dollar bear. If this project ever takes off Roblox will take action, right or wrong that's enough to stop most small projects. You can be right, but you don't have millions to fight non stop lawsuits.
In reality this is a cute proof of concept. It's never going to compete with the actual product. If it does Roblox will have it stopped in 72 hours
You are wrong. Child predator activity is a priority for Roblox. Their corporate team has stated that if you investigate child predator activity, you will be banned immediately.[1][2]
The virtual world called Second Life, considered similar to Roblox, also has a rampant child predator problem[3]. It is interesting because Second Life and Roblox are similar 3D worlds. Both experiences have a similar visual feel. Both experiences do very little KYC, resulting in a rampant alt problem. In fact, Second Life will begin using the same version of Lua used by Roblox, so in some ways they are even technologically-related 3D experiences.
Does this increase local testability and thus QA-ability for roblox devs?
I was just looking at trying to get Lemur (archived) running in Lune in order to run jest tests running in a react-lua app the other day. I have a start at a test runner with optional in-game output, but getting jest tests to run at init in studio in order to not require run-in-roblox which doesn't yet work on Linux with vinegar flatpaks studio or vinegar in a devcontainer. It would save so much trouble if RobloxStudio.exe could take `--place game.rbxlx --script test_runner.lua --keep-open` args and regularly flush console output to a file.
I started to add loadPlaceFile to read an rbxlx to lemur and thought it probably the wrong place given that it's archived. TIL about Librebox, which can hopefully run tests with Jest with this stemgame react-lua app I've MIT licensed, in local CI too years later.
There is a hosted CI service for running Luau code in Roblox places.
Advantages to running tests locally: record screenshots and screencasts and save on test failure, immediate feedback, -i/--interactive drop into game session on test failure
can't find anything about the developers from the github repo.
their discord server is even stranger; there's absolutely nothing in the channels, and the only member with a developer role is an account dedicated to the "project".
looking at the source, work has absolutely been done - this isn't just a README - but it's still all a bit strange
I apologize if the first impression was crude -- I was in an hurry to get the engine out at this time. I understand that the Discord server simply consisted of a few channels (since then, I've cleaned that up).
I had actually wanted to make a new GitHub account for the project, to separate concerns (GitHub ToS prohibits this, and I had to learn the hard way), so I eventually renamed my old account. I'll make sure to provide more resources under my account so it doesn't seem empty.
In regards to developer attribution, we will have a developer page as well as a resource hub so it seems more than an "account". I had not anticipated that people would look deeper into the account -- I had simply wanted to get the demo out, to show the concept.
On a separate note, I acknowledge some people found it suspicious that the initial commit was every file at once. This doesn't mean I don't know how version control works. It was because I had actually worked on the project alone on my computer and, subject to release, released the full source at once.
Once again, thanks for informing us about these issues. Perhaps, I will better prepare my future releases to avoid this issues, even if I was under time constraints. I think that there are great things that can be accomplished with this project.
> On a separate note, I acknowledge some people found it suspicious that the initial commit was every file at once. This doesn't mean I don't know how version control works. It was because I had actually worked on the project alone on my computer and, subject to release, released the full source at once.
This is my standard operating procedure. My public repo's not going to start with the first hundred commits of the code in a different language, with API keys burned in, etc.
It did not occur to me this was rare enough to be suspicious. You shouldn't have to apologize for it :)
> I had actually wanted to make a new GitHub account for the project, to separate concerns...
Are you aware GitHub lets you create organisation accounts for collecting projects behind a common name? I think it might be what you were looking for. You can even turn your current account into an organisation.
My most charitable interpretation is that they are hiding their identities because they are afraid of any legal trouble, after all Roblox is an 81 billion organization.
There's a number of developers who get stuck on ROBLOX because they learned their creation tools when they were younger (they're easy to use and easily accessible to any desktop ROBLOX player), spent their formative years mastering their skills, and those skills turn out to be niche and not easily transferable to most other game engines. The choice is between basically restarting as a beginner in Unity, or continue making advanced creations on ROBLOX with all their friends and prestige they've earned in various sub-communities. To be honest I'm surprised it took this long for someone to try making an API-compatible alternative
Maybe the idea is that developers can release standalone versions of their Roblox games and escape the platform lock-in? Of course - whether their audience will come with them is a different question.
I have some kids into editing Roblox, and I'm a full time Unity / Unreal dev, and I would say that the Roblox editor and engine _are_ really good.
Kids don't care about fancy graphics, they care about connecting and running around with their friends, in a wide variety of games, that are downloaded and up and running within seconds.
The reason we chose to prioritize client support, then server, was replication. If we develop a strong client with broad support, it makes developing the replication piece easier, since the client already supports the features in mind. It would also allow us to make Librebox more practical for game development in its early stages.
We'd love to see how you could do the client-server model though. Perhaps, there is a new and more efficient way.
There are a lot of free remakes of commercial games, and a lot of free remakes of commercial game platform engines. How do the developers of Librebox decide to work on this instead of:
- remaking one specific, good game on Roblox, such as remaking Bloxburg, in something more practical like Unity?
- working on an existing free remake of a Roblox game, like Nexus Battles, which of course, was archived?
- working on something else?
I’m asking the “Libreboxdevs.” It’s nice to hear these POVs directly from the developers. As you guys read this on a Saturday morning, consider that I’m not asking for, what features are going to be added to your GitHub project, or a comparison between Librebox and other game engines or whatever. I’m asking about your personal decision making.
This is fantastic! It is a very useful tool for preservation of games on Roblox. I hope this can be used for good to save the many creative and original works on the platform in a way that we didn't with flash games.
Roblox preservation has pretty much been a solved problem since around 2016. The clients all have built-in network servers and many people have built launchers to let you easily play a server with your friends. A lot of the knowledge is unfortunately gatekeeped inside Discord communities of crazy people but there are a few "good names" out there (Novetus is the big one)
To be honest this librebox project looks kinda fishy to me. Seems like the author never used version control before. They put everything into one commit [1] and are making changes to the repo using the Github web UI. I wish the dev the best of luck but I wouldn't be surprised if this project gets abandoned in a few months
I'm not saying Roblox won't try, but this project strikes me as very obviously legal.
If legality was a spectrum, I'd rank this higher than VLC Media Player (patents) and way above an NES emulator. I suppose it'd be below Android, and Oracle did sue over Android.
(Disclaimer, I am not a lawyer, etc.)
(also not a lawyer)
This looks like it just reimplements a few Roblox APIs in an open source engine. It would of probably made more sense to just create a Roblox to Godot translator or something.
Second, your poking a multi billion dollar bear. If this project ever takes off Roblox will take action, right or wrong that's enough to stop most small projects. You can be right, but you don't have millions to fight non stop lawsuits.
In reality this is a cute proof of concept. It's never going to compete with the actual product. If it does Roblox will have it stopped in 72 hours
The virtual world called Second Life, considered similar to Roblox, also has a rampant child predator problem[3]. It is interesting because Second Life and Roblox are similar 3D worlds. Both experiences have a similar visual feel. Both experiences do very little KYC, resulting in a rampant alt problem. In fact, Second Life will begin using the same version of Lua used by Roblox, so in some ways they are even technologically-related 3D experiences.
[1] https://en.wikipedia.org/wiki/Roblox_Schlep_ban_controversy
[2] https://corp.roblox.com/newsroom/2025/08/more-on-removal-of-...
[3] https://archive.is/yjprF (Feb 2024)
You need to make custom servers. In fact, make a server that patched official clients can connect to. That's the correct order of operations.
I was just looking at trying to get Lemur (archived) running in Lune in order to run jest tests running in a react-lua app the other day. I have a start at a test runner with optional in-game output, but getting jest tests to run at init in studio in order to not require run-in-roblox which doesn't yet work on Linux with vinegar flatpaks studio or vinegar in a devcontainer. It would save so much trouble if RobloxStudio.exe could take `--place game.rbxlx --script test_runner.lua --keep-open` args and regularly flush console output to a file.
westurner:lemur:patch_for_roblox_support: https://github.com/LPGhatguy/lemur/compare/master...westurne... .. new require() implementation in lune v0.10: https://github.com/lune-org/lune/issues/311#issuecomment-320...
I started to add loadPlaceFile to read an rbxlx to lemur and thought it probably the wrong place given that it's archived. TIL about Librebox, which can hopefully run tests with Jest with this stemgame react-lua app I've MIT licensed, in local CI too years later.
There is a hosted CI service for running Luau code in Roblox places.
"[Beta] Open Cloud Engine API for Executing Luau" https://devforum.roblox.com/t/beta-open-cloud-engine-api-for...
Advantages to running tests locally: record screenshots and screencasts and save on test failure, immediate feedback, -i/--interactive drop into game session on test failure
their discord server is even stranger; there's absolutely nothing in the channels, and the only member with a developer role is an account dedicated to the "project".
looking at the source, work has absolutely been done - this isn't just a README - but it's still all a bit strange
I apologize if the first impression was crude -- I was in an hurry to get the engine out at this time. I understand that the Discord server simply consisted of a few channels (since then, I've cleaned that up).
I had actually wanted to make a new GitHub account for the project, to separate concerns (GitHub ToS prohibits this, and I had to learn the hard way), so I eventually renamed my old account. I'll make sure to provide more resources under my account so it doesn't seem empty.
In regards to developer attribution, we will have a developer page as well as a resource hub so it seems more than an "account". I had not anticipated that people would look deeper into the account -- I had simply wanted to get the demo out, to show the concept.
On a separate note, I acknowledge some people found it suspicious that the initial commit was every file at once. This doesn't mean I don't know how version control works. It was because I had actually worked on the project alone on my computer and, subject to release, released the full source at once.
Once again, thanks for informing us about these issues. Perhaps, I will better prepare my future releases to avoid this issues, even if I was under time constraints. I think that there are great things that can be accomplished with this project.
This is my standard operating procedure. My public repo's not going to start with the first hundred commits of the code in a different language, with API keys burned in, etc.
It did not occur to me this was rare enough to be suspicious. You shouldn't have to apologize for it :)
Are you aware GitHub lets you create organisation accounts for collecting projects behind a common name? I think it might be what you were looking for. You can even turn your current account into an organisation.
https://github.com/settings/organizations
The whole problem is Robux isn't it? It's not like the engine is anything special.
I'm not really a Roblox player so I'm not sure.
Kids don't care about fancy graphics, they care about connecting and running around with their friends, in a wide variety of games, that are downloaded and up and running within seconds.
Probably worth mentioning this is just a demo. There's a looooong list of API features that aren't implemented (most notably servers and networking)
The reason we chose to prioritize client support, then server, was replication. If we develop a strong client with broad support, it makes developing the replication piece easier, since the client already supports the features in mind. It would also allow us to make Librebox more practical for game development in its early stages.
We'd love to see how you could do the client-server model though. Perhaps, there is a new and more efficient way.
- remaking one specific, good game on Roblox, such as remaking Bloxburg, in something more practical like Unity?
- working on an existing free remake of a Roblox game, like Nexus Battles, which of course, was archived?
- working on something else?
I’m asking the “Libreboxdevs.” It’s nice to hear these POVs directly from the developers. As you guys read this on a Saturday morning, consider that I’m not asking for, what features are going to be added to your GitHub project, or a comparison between Librebox and other game engines or whatever. I’m asking about your personal decision making.
I thought Flashpoint[1] did pretty well about that? The full download is 1.68TB, I'd wager most stuff you'd have seen back then would be on there.
[1]https://flashpointarchive.org/
To be honest this librebox project looks kinda fishy to me. Seems like the author never used version control before. They put everything into one commit [1] and are making changes to the repo using the Github web UI. I wish the dev the best of luck but I wouldn't be surprised if this project gets abandoned in a few months
[1] https://github.com/librebox-devs/librebox-demo/commit/e70ea3...