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#Installation

#What you're getting

A single Roblox place file (or a Team Create place, depending on how you received it) with everything already wired together — Config, remotes, services, the map, and the client UI. There's nothing to compile and no external dependencies; it runs the moment you open it in Studio.

#First launch checklist

  1. Open the place in Roblox Studio.
  2. Enable API access for testing. Go to Home → Game Settings → Security and turn on "Enable Studio Access to API Services." Without this, DataStore-backed features (saved profiles, leaderboards, admin-console codes) fail every call while testing in Studio — this is expected Studio behaviour, not a bug, and it doesn't affect the published game at all.
  3. Press Play and read the Output window. On a clean boot you should see one [ServiceName] Ready line per service and a final [Bootstrap] N/N service(s) started. Any warn(...) lines at this point are telling you exactly what to fill in next — see Configuration Checklist.
  4. Publish. Once the warnings you care about are resolved, publish the place normally through Studio. Nothing in this game requires a separate external server or hosting — it's a normal Roblox experience.

#Team Create

If you're editing with other people, everything here follows normal Roblox Team Create rules — there's nothing special to configure. The one thing worth knowing: some scripts wait for map geometry to finish settling before measuring positions off it, so a script that reads a part's position on the very first frame of a session that's still mid-sync could grab a stale value. This resolves itself within a second or two; it isn't a sign of anything broken — see Boss & Hazard System Internals for the specific defensive pattern used against this.