Forsaken Roblox: Why This Asym Monster Rules Roblox
Hey, script kiddies and mesh maestros. I’m Jax from the ChiefGames squad – you know us as that crew of battle-tested devs, pixel artists, and grinders who’ve shipped horrors that make folks clutch their controllers. If you’re fresh to Roblox Studio, fiddling with free models and dreaming of your first viral hit, stick around. We’re breaking down Forsaken Roblox style, but from the trenches. This thing’s no flash in the pan; it’s clawed 3.4 billion visits and peaked at over a million players. Launched late 2024 after alpha tweaks, it’s Dead by Daylight meets Roblox myths – one killer slashing eight survivors till the timer’s up or gens pop.
You spawn in some foggy prison realm, heart thumping. Survivors? Scramble for gens, pallets, items. Killer? Stalk, pounce, repeat. But man, the polish. We’ve ripped it apart in Studio – tight netcode, flashy abilities, maps that flow like butter. For newbies, it’s gold: Shows how to nail asym multiplayer without a fat budget. Ever wonder why it snagged Best Survival at the 2025 Roblox Awards? Passion plus smart scripts. That’s your ticket.
Tangent – remember when asym was niche? Now Forsaken’s got lobbies popping 200k concurrent some days. We chased similar vibes in our last proto: One slasher, team evasion. Learned fast – balance or bust. This game’s a textbook.
The Hunt Breakdown: Survivors and Slashers in Forsaken
First off, gameplay loop. Rounds clock in at fixed times; survivors chip objectives to shave seconds or bolt. Killer wipes ’em all? Win. Simple, addictive. We’ve mocked this in tests – survivors gen-rush while killer patrols. Tension builds naturally.
Survivors got stamina bars, health pools. Sprint drains it; zero? You’re crawling. M1 pallets to stun, heal mates, and loop the beast. We’ve scripted knockoffs: Humanoid states for limp, TweenService for smooth dodges. Pro tip for rookies – stamina regen scripts with math.random() delays keep it unpredictable.

Killers? Roblox legends twisted dark: John Doe, c00lkidd, 1x1x1x1 vibes. Each pack kit. Take NULL – void rushes, hallucinations. Or RUST_010, corrupt blasts. Devs layered Raycasts for sightlines, RemoteEvents firing abilities cross-server. We’ve hit snags there; lag kills chases. Forsaken sidesteps with client prediction – study their ReplicatedStorage.
Here’s the roster quick-hit, pulled from wiki dives. Killer mains, take notes:
| Killer | Core Ability | Dev Trick to Steal |
|---|---|---|
| ANIMUS | Slash chains | ChainBeams for visuals; raycast links. |
| CHAIN | Grapple pulls | BodyVelocity for yanks; collision off. |
| E.F.T.L. | Energy bursts | ParticleEmitters + explosions. |
| Figure | Blind rushes | Fog effects via the Atmosphere. |
| NULL | Teleport hallucinations | Attachments + clones; server checks. |
| RUST_010 | Corrupt M1s | Damage procs on hit; debuffs via tags. |
| Spirit | Phase walks | Transparency loops; no-clip hacks. |
| 08/02/07 | Digital footprints | Trail parts; speed buffs. |
This table’s your starter pack, fresh devs. Plug into Studio, tweak values. We did – turned a basic zombie into a loop-proof hunter.
Forsaken Roblox: Killer Kits That Teach Scripting Gold
Zoom on killers, ’cause that’s where magic happens. Abilities ain’t spam; cooldowns, costs. NULL’s nova? Ranged poke with AOE. Script it: FireServer() on equip, validate server-side. Beginners’ trip here – explore the city without checks. Forsaken locks it down; peek DevForum posts on anti-cheat.
Balance feels fair, mostly. Sweaty killers dominate early, but survivor perks scale. We’ve iterated ours: Playtest 50 lobbies, log kill rates. Aim 55% killer win rate. Too high? Buff gens. Honest? Matches drag sometimes – long queues, toxic chats. But that’s asym life.
Digression: Maps like Violence District – tight loops, gen clusters. Block ’em with Unions, light dynamic. PathfindingService? Skip for killers; custom navmeshes are smoother.
Building Your Own: Dev Lessons Straight from Forsaken’s Code
Alright, hands dirty. At ChiefGames, we cloned chunks for practice. Forsaken’s asym shines in Roblox tools – no engine swaps needed.
Networking’s king. RemoteEvents for ability sync, Attributes for health/stamina. Server scripts handle damage; clients predict movement. Lag? NetworkOwnership on survivors. We’ve crashed servers, ignoring this – lesson learned.
Monetization? Gamepasses for VIP killers, UGC skins flooding the catalog. Smart – cosmetics don’t touch balance. Badges for milestones; we tie ’em to leaderstats for XP grind.
Pros of emulating:
- Quick Proto: Toolbox gens, free meshes. An hour to the basic loop.
- Multiplayer Magic: Up to 9 players; scale easily with FilteringEnabled.
- Feedback Firehose: Millions test your balance for free.
Cons, though:
- Exploit Hell: Asym invites hackers. Obfuscate, ban waves.
- Team Drama: Dev cast’s messy – exes fired for Robux splurges. Vet hard.
- Burnout Risk: Updates non-stop; roadmap or die.
Forsaken Roblox: Maps and Objectives Scripting Hacks
Maps make or break. Forsaken’s got variants – procedural tweaks? Nah, handcrafted with spawns randomized. Script it: Tables of Vector3, math.random() picks.
Objectives: Gens need multi-player progress. ValueObjects synced via events. We’ve added puzzles – lever chains, key hunts. Tie to timer: local timer = 600; objective complete? timer -= 60.
Bullet these for your first build:
- Gen Basics: ProximityPrompts start repair; loop progress with heartbeats.
- Item Spawns: Folders in workspace; respawn on timer.
- Pallets/Vaults: HingeConstraints; drop with BodyAngularVelocity.
- Fog of War: Dynamic lights; killer reveals on approach.
- Audio Cues: PitchShift for tension ramps.
Nail these, your proto pops. We shipped a mini-Forsaken for a client – the client loved the hook.
Multiplayer Mastery: Lobbies, Queues, and Community Glue
Lobbies? Forsaken nails ’em – vote maps, chat filters, epilepsy toggles. TeleportService to instances; matchmake by ping.
Community? Double-edged. 86% upvote rating, but Reddit rants on wait. Discord for feedback – we run polls weekly. Pitfall: Dev drama tanks trust. Recent X beef? Team shakeups. Pick mates wisely; NDAs help.
Trends 2025: VR teases, crossovers galore. Forsaken’s myth roster? Genius IP flex – no lawsuits yet.
Compared to rivals:
| Feature | Forsaken | Die of Death (Clone?) | Dev Hurdle |
|---|---|---|---|
| Player Cap | 9 | Similar | TeleportService scales. |
| Ability Count | 3-4 per killer | Fewer | ModuleScripts reuse. |
| Maps | 10+ variants | Basic | StreamingEnabled big maps. |
| Monetization | UGC + passes | Passes only | Catalog API pulls. |
| Winrate Balance | ~50-60% killer | Killer heavy | Analytics via DataStores. |
Steal the wins, dodge the flops.
Polish and Pitfalls: What Sinks Asym Dreams
Flashbacks to our fails: overpowered ults, desync chases. Forsaken iterates – patches fix clips, AI paths. Use Profiler; cap scripts at 1ms/frame.
Art side? Low-poly myths pop with PBR. Blender imports seamlessly; rigs with R15. Artists, UV unwrap tight – no seams mid-slash.
But here’s the gut punch: Toxicity. Newbies bullied, queues bore vets. Moderate fierce; auto-mute slurs.
Final tips list for your Forsaken Roblox clone:
- Test Blind: No code peeks; feel the sweat.
- Balance Sheets: Track gens/sec, kill times in sheets.
- Mobile First: Touch controls – GUI scales key.
- Update Cadence: Bi-weekly; hype on X.
- Backup Plans: IP drama? Pivot OCs.
- Monetize Smart: Free core; skins fund polish.
There. Launch-ready.

FAQ
How do you script killer abilities like in Forsaken?
RemoteEvents for fires, the server validates. Raycasts hit detect; add cooldowns with waits.
What’s the win condition for survivors?
Complete enough objectives to zero the timer or all escape. Gens’ main one.
Player counts in Forsaken right now?
Hundreds of thousands concurrent peaks; 3.4B visits total.
Any dev team drama worth noting?
Yeah, some exes booted for issues – vet your crew hard.
Best Roblox services for asym like this?
ReplicatedStorage, RemoteEvents/Functions, and DataStoreService for levels.
How to balance multiplayer fairness?
Playtest ratios: 55% killer wins ideal. Adjust speeds/stats.
Monetization tips from Forsaken?
Gamepasses for exclusives, UGC limiteds – keeps balance intact.
Conclusion
Forsaken ain’t flawless – queues drag, drama simmers – but damn, it inspires. From alpha bugs to award sweeps, it’s proof that small teams crush big. At ChiefGames, we pull these lessons into every pitch: Tight loops, player-first, iterate ruthlessly. Fired up? Share this across your feeds, bookmark for Studio nights. Hit the ChiefGames team directly for collabs – creative sparks or commercial pushes. We’re hiring fresh blood. Let’s craft the next slasher saga.




