"Simulator" is one of the highest-volume genres on Roblox: mining simulator, lifting simulator, sword simulator, pet simulator, anime fighter simulator. The genre is so dominant that knowing how to ship one is basically a Roblox-developer requirement.
The good news: simulators are also one of the most formulaic genres. They share a core loop — click/touch → earn currency → buy upgrade that makes clicking better → repeat — and the loop is well-understood. With AI tooling you can produce a complete, polished simulator in a single sitting.
The simulator skeleton
Every simulator has the same four systems:
- The action. What players click/touch to earn currency. Mining = swing pickaxe. Lifting = press button. Farming = harvest crops.
- The currency. Money, gems, coins, strength — usually a number tracked per-player in leaderstats.
- The upgrade tree. Tools/pets/multipliers that the player buys with currency, each making the action more rewarding.
- The rebirth. A reset mechanic that wipes progress in exchange for a permanent multiplier on future runs. This is what gives simulators their "long tail" — players who would otherwise quit at the level cap come back to chase rebirth tiers.
Every simulator I've shipped uses this skeleton. The differences are theme and polish.
Step 1: Pick a theme
The theme determines art direction, naming, and progression scale. A few options:
- Mining simulator — pickaxes, mineshafts, gem types, deep tiers
- Strength simulator — gym equipment, weights, lifts that get bigger numerically
- Farming simulator — crops, fields, harvesters, seasons
- Sword simulator — swords with bigger numbers, enemies that drop currency
Pick one. The AI will execute on any of these similarly — the difference is the asset descriptions you feed it.
Step 2: Generate leaderstats and core currency
Open your AI plugin and start with the foundation:
Set up leaderstats for a mining simulator. Two stats: Coins (IntValue, persists across sessions via DataStore) and Rebirths (IntValue, also persisted). Default starting Coins = 0, Rebirths = 0.
The AI generates a ServerScriptService.Leaderstats script with:
PlayerAddedconnection that creates theleaderstatsFolderDataStoreload/save with retry logicBindToClosehandler for studio shutdowns- A
Player.Save()helper for manual saves
This is the foundation. Test that it persists — join, gain some coins, leave, rejoin, verify the coins are still there.
Step 3: Generate the action
For mining: a pickaxe Tool that, when activated, swings forward, and on Touched against any Part tagged Ore increments coins by the ore's Value attribute.
Create a pickaxe Tool in StarterPack. When the player activates it (clicks while holding), play a swing animation and check for ore in front of the character. If found, increment Coins by the ore's Value attribute, play a hit sound, and respawn the ore after 5 seconds.
The AI handles the LocalScript (animation trigger) + ServerScript (damage detection, currency increment) split correctly. It uses RemoteEvents for the boundary.
Place 20 ore Parts around the map with Value attribute = 1. Test that clicking on them gives you coins.
Step 4: Generate the upgrade shop
Upgrades are what keep players engaged. A typical mining simulator has:
- 5–10 pickaxe tiers, each more expensive but mining faster/harder
- 3–5 backpack upgrades that let you carry more ore before depositing
- Optional: pets that follow you and give passive multipliers
Create a shop ScreenGui with a Pickaxes tab. Pickaxes available: Wood Pickaxe (free, multiplier 1x), Stone Pickaxe (cost 100, 2x), Iron Pickaxe (cost 1000, 5x), Diamond Pickaxe (cost 25000, 15x), Mythic Pickaxe (cost 1000000, 100x). When a player buys one, deduct the cost from Coins, swap their tool, and save it to their DataStore.
The AI builds:
- The ScreenGui with cards for each tier
- The Server logic to deduct cost and swap tools
- The DataStore field that remembers the player's owned pickaxes
Step 5: Add rebirths
Rebirths are the long-tail mechanic. Without them, your simulator dies at ~30 minutes of playtime. With them, dedicated players come back daily for weeks.
Add a Rebirth button to the shop. Cost to rebirth: 1M Coins for the first rebirth, doubling each time (1M, 2M, 4M, etc.). Rebirth resets Coins to 0 and all pickaxes to Wood, but increments the Rebirths leaderstat by 1. Each Rebirth grants a permanent +25% coin multiplier on all future earnings.
The math here is what hooks players. The first rebirth feels great because of the new multiplier. The second is harder but they want the next milestone. By rebirth 5 they're committed.
Step 6: Optional — pets
Pets are the meta of modern simulators. They're optional but very strong for retention.
Add a pet system. Pets follow the player and give a multiplier. Three tiers: Common (1.1x), Rare (1.5x), Legendary (3x). Pets are obtained by hatching Eggs that cost Coins. Each player can equip up to 3 pets at once.
The AI builds the egg-hatching UI (the suspense moment that drives engagement), the pet-following script using BodyPosition or AlignPosition, and the inventory UI.
Step 7: Visual polish
The fastest way to make your simulator look professional:
- Generate stylized props with AI 3D model generation — different ore types, decorative mine entrances, theme elements
- Use a strong color palette — most successful simulators commit to a single dominant color (purple for "mythic" theme, gold for "luxury," neon for "cyber")
- Big numbers everywhere. Floating "+10" text when you mine ore. Big celebrations on rebirth. Sound effects on every action.
- A "currency per second" counter on the HUD so players can see their progress speed
Step 8: Test the progression curve
Play your simulator for 10 minutes. Time how long it takes you to afford each upgrade. The classic mistake is making early progression too slow (players quit before they hit the second upgrade) or late progression too fast (players hit max in 20 minutes and have nothing left to do).
A good curve:
- 0–2 minutes: afford first upgrade
- 2–10 minutes: afford second upgrade
- 10–30 minutes: afford third
- 30 minutes – 2 hours: complete the basic upgrade tree
- 2+ hours: rebirthing and chasing milestones
If your curve is off, tell the AI: "The jump from Stone Pickaxe to Iron Pickaxe takes too long — reduce Iron's cost from 1000 to 400."
Publish and iterate
Once it's polished, publish (File → Publish to Roblox As). Critical SEO move for in-platform discovery: include "Simulator" in the title. "Mining Simulator," "Anime Lifting Simulator," etc. The Roblox algorithm uses title strongly.
After launch, watch what players do. If they all quit at one specific upgrade, that upgrade is too expensive. If they all rebirth once and never come back, your rebirth multiplier is too weak.
Next steps
- How to Make a Roblox Obby with AI in 30 Minutes
- How to Generate Lua Scripts with AI for Roblox — deepen the gameplay scripting
- How to Build a Roblox Game with AI
Install Revix and prototype your simulator in one sitting.