NEXO LAB · ROBLOX · 06 OCT 2026We wired Claude into Roblox Studio through Roblox's own MCP server, plus Blender and Roblox's Open Cloud APIs, and built two games from scratch: a test obstacle course and Gem Rush, a mining and collecting game designed around what tops the charts in 2026.
Easy to play: click glowing crystals, sell gems, upgrade. Hard to master: every crystal has a moving weak point. Hit it for a critical hit, chain hits into a combo, and the combo raises your luck for rare gems. It works the same on mouse and phone.
Mine, sell at the Forge, upgrade Pickaxe, Backpack, Luck and Pedestals. Three zones behind gates: Crystal Hollow, Ember Depths, Void Rift.
18 gems in 6 rarities, plus Shiny, Rainbow and Void variants. A Gem Index to complete. Server-wide shout when someone finds a Legendary or Mythic.
Your own plot with pedestals: show off your best gems and they earn coins every second, even while you are offline (up to 2 hours).
Meteor showers every 12 minutes with double luck, a daily reward streak, offline earnings, rebirths for permanent boosts.
A glowing guide line and objective bar walk new players through mine, sell, place, collect and upgrade in the first two minutes.
Every coin, hit and purchase is validated on the server (reach, cooldown, weak point distance), so exploiters cannot fake progress.










Created through the Open Cloud API with generated icons, and wired into the game code. Auto Mine never lands critical hits, so paying does not replace skill.
Designed and wrote 13 scripts. Built the world with code (terrain, lighting, buildings). Modelled gems, crystal nodes, pickaxe and the icon in Blender. Found free licensed music and sounds in the Creator Store. Ran automated end-to-end play-tests (mine, crit, sell, place, collect, buy) and fixed the bugs they found. Made the icon, thumbnails and store art.
Studio's MCP can generate a textured 3D model from a sentence. It made a trophy in 55 seconds, free, already hosted on Roblox. Good for props; our Blender pipeline gives more control for core art.


| Item | Cost | Notes |
|---|---|---|
| Roblox Studio, MCP server, Rojo, Blender | Free | All official or open source. |
| Creating and publishing a game | Free | Unlimited games per account. |
| Open Cloud APIs (assets, passes, place settings, publishing) | Free | Rate limited, no charge. Uploads were approved by moderation in seconds. |
| Music and sound effects | Free | Licensed tracks from the Creator Store. |
| Roblox AI mesh generation | Free | About 1 minute per model. |
| Reaching players under 16 | ≈ €12 once | A refundable 1,000 Robux publishing fee, or Roblox Premium held for 2 months. New games first launch to age-checked 16+ players and open up after 250 engaged plays and a safety review. |
| Optional fast-track review | 50k to 100k Robux | Sources disagree on the price. Not needed. |
| Roblox Ads (optional growth) | Your budget | The main paid lever for first players. Needs your approval before any spend. |
| Claude time | Tokens | The real cost of building. One long session built Gem Rush to this level. |
Creators keep 70% of Robux from passes and products, and cash out at about $0.0038 per Robux (minimum 30,000 Robux). So a R$199 pass is worth about $0.53 to us. The game must reach scale to matter:
| Daily players | Buyers per day (1.5%) | Robux kept per day | Per month |
|---|---|---|---|
| 200 | 3 | ≈ 250 | ≈ $29 |
| 5,000 | 75 | ≈ 6,300 | ≈ $720 |
| 50,000 | 750 | ≈ 63,000 | ≈ $7,200 |
Assumes an average spend of 120 Robux per buyer. Roblox's Creator Rewards add a small payout per engaged spender on top. Since June 2026 discovery ranks games on 28-day retention, play with friends and spending, so the meteor events, daily streak and idle income are the growth engine, not visit counts.
D:\nexo\roblox-lab\gem-rush\marketing).Game: roblox.com/games/89255658964901 (private until you make it public).