§ How to · with Picoo

How to make a rebirth system in Roblox

By Sametcan Tasgiran, Founder & Developer·Published ·Updated

Rebirth is a player voluntarily deleting their progress, which means it only works if they are certain what comes back.

The design is one table — what resets, what persists, what multiplies — and the failure is always a save that happens in the wrong order.

Explicit reset table

Every stat is listed as reset or persistent. Nothing survives by accident and nothing is wiped by surprise.

Tunable multiplier curve

Per-rebirth gain as a curve you can change, not a number hardcoded into the reward path.

Requirement gating

Rebirth unlocks at a threshold that scales, checked on the server.

Safe save ordering

The new state is written before the old one is cleared — a crash mid-rebirth cannot erase a player.

Confirmation UI

A prompt that names exactly what will be lost and what will be gained.

Rebirth leaderboard

Rebirth count in leaderstats so it is visible and sortable.

Files Picoo ships for this prompt

2 files · 195 lines · ~30s · 1 credit

RebirthService

Eligibility, reset application, multiplier curve, save ordering.

125 lines

RebirthUI

Confirmation dialog with before/after numbers.

70 lines

Sample output: ServerScriptService.RebirthService

-- Write the ORDER down, because getting it wrong loses players permanently.
-- Wrong: clear progress -> save -> grant rebirth. A crash between the second and
-- third step leaves a player wiped with nothing to show for it.
-- Right: compute the new state in memory, SAVE it, and only then apply it live.
local function rebirth(plr: Player)
	local data = Store.get(plr)
	if data.coins < requirementFor(data.rebirths) then return false, "Not enough" end

	local nextState = table.clone(data)
	nextState.rebirths += 1
	nextState.multiplier = multiplierFor(nextState.rebirths)
	for _, key in RESETS do nextState[key] = DEFAULTS[key] end   -- explicit list

	local ok = Store.saveNow(plr, nextState)   -- durable BEFORE it is visible
	if not ok then return false, "Save failed, nothing changed" end

	Store.apply(plr, nextState)
	return true
end

-- Multiplier as a curve, not a constant. Linear (1 + 0.5n) keeps rebirth 30
-- meaningful without the exponential blow-up that makes late numbers unreadable.
local function multiplierFor(n: number): number
	return 1 + 0.5 * n
end

Building a rebirth system in Roblox

Rebirth asks a player to throw away hours of progress on the promise that the next run is faster. It only works if that promise is precise, and it breaks in ways that are hard to forgive.

Start with the reset table, and make it a list of what resets rather than a list of exceptions. If your code wipes everything except an exclusion list, then every stat you add next month is reset by default — and sooner or later that will be a cosmetic somebody bought with Robux. An explicit reset list fails in the safe direction: a forgotten stat survives, which is a design bug rather than a refund request.

Save ordering is the part that actually loses players. The intuitive sequence is to clear their progress, save the cleared state, and grant the rebirth reward. If anything fails between those last two steps — a DataStore throttle, a server shutdown, a disconnect — the player comes back wiped with nothing gained. Compute the whole new state in memory, persist it, and only then apply it. If the write fails, nothing has changed and they can try again.

Then the curve. Exponential multipliers feel exciting for the first ten rebirths and then produce numbers players cannot compare to each other, which quietly kills the leaderboard. Something linear keeps every rebirth meaningful and keeps the values readable. Pair it with a requirement that rises somewhat faster than the multiplier grows, so the loop stays taut instead of collapsing into instant rebirths.

Finally, tell the player exactly what happens before they confirm. A dialog naming the numbers lost and the multiplier gained turns rebirth from a scary button into a decision — and the decision is the whole mechanic.

See more on the Luau generator, the game builder, or browse the full blog.

Frequently asked

What should rebirth reset?+

Write the list down explicitly and check it into the code. Currency and progression stats reset; rebirth count, cosmetics, gamepass-purchased items and anything paid for with Robux must survive. The dangerous version is resetting everything except an exclusion list — the next feature you add will be reset by default, and it will be the one players paid for.

Should the multiplier be linear or exponential?+

Linear for almost every game. 1 + 0.5n keeps every rebirth worth doing while the numbers stay readable. Exponential curves feel great to rebirth 10 and then produce values nobody can compare, which quietly kills the leaderboard as a motivator.

How do I keep a crash from wiping a player?+

Save the new state before you apply it. Clearing progress in memory, then saving, then granting the reward means a failure between the last two steps leaves a player with nothing. Compute, persist, then apply — and if the save fails, change nothing at all.

How high should the requirement go?+

Rising, but not out of reach — a common shape is base * (rebirths + 1) ^ 1.5. The point is that each rebirth takes longer than the last while the multiplier makes the grind faster, so the two curves roughly cancel. If the requirement outruns the multiplier, rebirth stops being worth it and players stop.

Can the client trigger a rebirth?+

It can ask. The server checks the requirement, applies the reset and saves. A remote that rebirths on request is a remote that grants free multipliers.

Related Picoo prompts