A development suite built for one engine. Roblox.
General coding assistants guess at the Roblox API and leave the testing to you. Studsmith knows the engine, verifies every file against it, runs the game itself and works inside your real project files.

Engine-accurate, not from memory
The full Roblox API ships inside the app. Every write is linted, checked against the real class, member and enum list, and type-checked with resolved requires. Hallucinated members and deprecated calls do not reach your tree.
It runs the game
After a change Studsmith starts a playtest in Studio, collects server and client output, stops it and fixes what broke. It can execute Luau in the edit, server or client session to probe live state.
Professional defaults
Server authority, validated and rate-limited remotes, session-locked saves, mobile input, cleanup, data-driven content. The handbooks it follows are in the app for you to read.
A tested library, not boilerplate
Sixteen modules: networking with validators, PlayerData with session locking, UI components, effects, code-driven animation, hitboxes, state machines, world themes. Every module passes strict type checking and a real Studio playtest.
Studio in the app
A live 3D view of the place, instance explorer, editable properties, Output, Play and Stop, or a mirror of the Studio window itself.
Stays in your workflow
Plain files on disk in a Rojo project. Diff every change, undo any turn, edit by hand in the built-in editor or your own. Nothing is locked in.
Three checks on every file
Selene, the engine API database and the Luau type checker run on each write, and again on the whole project before work is handed over. Results land in Problems and go straight back to be fixed.
- Unknown classes, services, members and enum items
- Unresolved requires across the project tree
- Deprecated APIs with the replacement named

A project map on every step
Studsmith keeps a generated map of modules, exported functions, remotes in each direction, tags and data stores, plus a design record in GAME.md. It flags a client remote with no server handler before you find it in a playtest.
- Consistent across long sessions and new chats
- Follows your architecture when it differs from the defaults
- One system per module, explicit start order

Assets without the round trip
Drop images and sounds into the library and they resolve in Studio immediately on your machine. Code refers to them by name through a generated module. Publish to your account with your own Open Cloud key when you are ready; the code does not change.
- No waiting on uploads to iterate
- Generated, typed Assets module
- Your key stays encrypted on your computer

The playbook is open
Eighteen handbooks cover Luau, architecture, networking and security, data, UI, effects, animation, combat, movement, input and camera, world building, NPCs, monetization, performance, audio, game systems, debugging and assets. Every code example in them is type-checked against the engine.
- Attached automatically by topic
- Readable in the Library view
- Kit module docs alongside

Good to know
Does it work with an existing codebase?
Yes. Open any folder. If it has a Rojo project file Studsmith uses it as is; the Kit is optional and added only when asked.
Can I keep using Rojo and my editor?
Yes. Switch sync to Rojo in Settings, or use Studsmith Live. Files are ordinary files; use any editor and version control.
What does it send off my machine?
The parts of your project needed for a request go to the Studsmith service to run it. Checks, the API database, the library and Studio integration all run locally.
Is there a team option?
Yes. Studsmith for Teams adds seats, shared credits and central billing. See Schools and teams or contact us.
Build your first game today.
Free to start. No card. Works with free Roblox Studio on Windows and Mac.