project · solo · 2026
LIMITED.
roblox trading sim. you open cases for copies of real roblox limiteds, then trade them on a live player market. every copy is numbered and supply never goes up.
2,400+
limiteds
83
cases
31
server services
about the game
LIMITED. is a UI driven economy game. you open cases for simulated versions of real roblox limiteds. each one has a set supply and every copy gets a serial number when it's minted, like #0001/25000. once they're all out, no more ever get made.
item values move based on what players actually sell them for to each other, so the market decides what stuff is worth. the goal is building the most valuable collection.
the question behind it
how do you make a scarcity economy that's fun, fair, and doesn't inflate?
what's in it
items
2,400+ limiteds across 83 cases, generated from the real roblox catalog with the official thumbnails. there's an in-game disclaimer that none of it goes to your actual account.
values
prices come from sampled player sales with rules against manipulation, like minimum different buyers and sellers, account eligibility and anchor bounds. anything that pays out cash uses a capped value so pumping a price can't print money.
market & trading
listings and bids, two-step trading with escrow and audit logs, trade-up contracts, collection sets, case battles, NPC deals, weekly drops, and cash-only arcade games with round and weekly caps.
progression
levels, keys, daily quests, weekly goals, collector orders, prestige seats, a weekly leaderboard for points from playing, and the all-time collection board.
monetization
built to roblox policy. robux cases show exact odds and are hidden for restricted accounts. robux never changes the odds and status items are cash only.
everywhere
full settings, chat, player profiles and onboarding. the UI works on phone, desktop and xbox, with gamepad navigation and safe area handling.
engineering
- Server Authoritystrict luau (
--!strict). the client only renders and asks for stuff. every remote is validated, ownership checked and rate limited. - No Dupingatomic supply ledger. a copy gets reserved with
UpdateAsyncbefore it ever lands in an inventory, so duplicating items can't happen. all player data runs through session locked ProfileStore. - Architectureservice and controller setup, 31 server services with matching client controllers. token based design system where every color, spacing and duration comes from one Theme module.
- Data Pipelineimports and prices the catalog from outside feeds and generates the config modules.
- Economy Reformplanned with Monte Carlo sims of the real server math. income tied to activity, a rested bonus when you come back from being offline with no idle pay, cases retire once their expected value passes a threshold, transfer guards against alt farming, and capped payouts everywhere.
my role
solo project, so all of it.
Design
Economy Modeling
Server Code
Client Code
UI
Content Pipeline
Roblox Compliance
screenshots
tags
Roblox
Luau
Economy Design
Trading
Systems Architecture
Data Pipeline