Newest first. Real commit history, not a highlight reel.
Kick a Lucky Block: added Auto Run To Safe Zone to the KICK tab. On the tsunami it runs the character back to just behind the kick line (measured: anywhere behind the line is safe from the wave's kill check), holds there until the wave has nearly finished, then walks into CollectZone and collects -- the legit way the run is meant to end, done automatically. Movement is now real Humanoid walking on a Run Speed slider (16-250) rather than a velocity slam, since the first version tripped the movement anti-cheat and voided the run; dial it to whatever your account tolerates. A perfect kick still throws the block too far to beat a fast wave at a legit speed, so without the AutoKick gamepass only slow waves are catchable -- lower kick power for a shorter, returnable throw.
Kick a Lucky Block KICK tab: trimmed the "Auto Kick" label (it was cut off), and added Auto Perfect Kick with a delay slider -- a plain loop of the Kick Perfect button. Ran ~15 instrumented kick runs to see if the tsunami collect can be made to work without the AutoKick gamepass: a standing perfect kick does produce a brainrot, but the server fails the run about two seconds into the wave unless it has already granted you auto mode, and no return path (walk, fly, teleport in, cancel the wave, time the collect near the end) ever produced a Collected. So Auto Perfect Kick keeps firing kicks, but without the pass the reward won't bank -- the toggle says so.
Kick a Lucky Block's Auto Kick: found the real reason it dies to the tsunami and never banks a brainrot. Auto Kick is the in-game AutoKick gamepass. The game's own button calls the auto controller with no argument, which asks the server for permission and only gets it if you own the pass. The hub passed an argument that skipped that check -- so the client-side walk/kick loop ran, but the server never enabled auto mode, and every run ended in a failed tsunami: no reward, then the wave kills you. Several attempts to have the hub run the return itself (park in the collect zone, cancel the wave, time the collect) all made it worse and were backed out. Auto Kick now checks pass ownership and, for an owner, just runs the native controller untouched -- it handles the whole run. For a non-owner it refuses to start and says why. Everything else in the hub works without the pass.
Kick a Lucky Block's Back-to-School events, checked against the live game. The three remotes were already right (sbe for weather, b2s_Craft for crafting, the math walls' own touch handler), and the math and PE-class logic held up. Steal Homework didn't: it assumed the homework sat at workspace.Rooms.Classroom.HomeworkModels, but the room's name and nesting vary per spawn. It now finds the "Steal" prompt wherever it is, works out the room from its ancestry, and skips the walk-to-the-door step when you're already inside. Event detection switched to the exact keys the server registers, and the weather summon now touches the machine first so its stock is actually loaded before it reads it.
Fixed the boot screen crashing before the key prompt on executors where gethui() throws instead of returning nil. Two spots in the UI kit pulled the GUI parent with select(2, pcall(gethui)), which hands back the error message when the call raises -- and the next line called :FindFirstChild on that string. Both now resolve it the same careful way the rest of the file already did. Affected every hub, not just the new ones.
Seven new games, each a full rebuild of a competitor's hub onto our own UI kit rather than a reskin: +1 Cut Grass Adventure, Pack RNG, Sell Ores, Prospecting!, Kick a Lucky Block, Infected Lands, and Pet Simulator 99. Every feature drives a call the game's own client already makes, and the measured constants that make them work are kept as-is -- Prospecting reverts any jump over 46 studs, so its farm walks the whole route with pathfinding and never teleports; Infected Lands kicks for noclip, so its fly is pure velocity with a ceiling guard and no collision changes; Pet Sim 99 permanently strips a thread's write access the moment you call one of its modules, so worker threads there only ever hand finished text to a single painter thread that touches the UI. Our UI kit has no dropdown, so multi-selects became comma-separated boxes and single-selects became cycle buttons. None of the seven is runtime-tested in-game yet.
Games page rewritten for all nine games. It previously listed two and explicitly promised no generic multi-game loader, which stopped being true the moment the fallback shipped -- so it now says what actually exists: nine dedicated modules, universal features everywhere else, and which one you're getting. Fixed a CSS bug found while building it, where the card surface was defined only on linked cards, so the seven games without a detail page would have rendered as unstyled text.
The loader no longer dead-ends. An unmapped game used to print "isn't supported yet" and stop; it now falls through to a universal hub, so the one loader line does something useful in any Roblox game. It deliberately shows no farm toggles -- a hub advertising "Auto Farm" in a game nobody has mapped is worse than one that admits it, so it states plainly that there's no game module yet and offers to copy the Place ID for mapping later.
Adopt Me, Grow a Garden 2 and Bloxburg. Adopt Me goes through the game's own module loader the same way its client does, including interiors -- those aren't places in the world, so teleporting to one does nothing. Grow a Garden 2's harvest takes a plant id and never checks position, so the whole crop farm runs without moving; it also tracks spending locally, because the balance only updates after the server catches up and a fast buy burst would otherwise overspend. Bloxburg is the fragile one by necessity -- no scriptable job API exists, so it matches ProximityPrompts by text and reports which prompt it couldn't find rather than failing silently.
Prison Life and Murder Mystery 2. Prison Life arrests need range and facing, so arrest-all lines you up behind each target instead of spraying; weapon givers are matched loosely because their folder names drift between versions. MM2 reads roles from Tools, which replicate to every client, so the murderer is known before the round announces it -- and both Backpack and Character get checked, or a holstered gun reads as Innocent all round.
Evolution Tycoon ported and shipped. The existing copy targeted an older version of the UI kit and would not have run at all -- it passed a slider's step value where the callback now goes, and used a two-argument stats card that no longer exists. Every call ported, and its private movement code dropped in favour of the shared module. Its notes tab now documents the game's speed guard, which resets anything above 49 and otherwise makes the universal speed slider look broken in that game specifically.
50 Player BINGO got a real hub and a loader entry. While restructuring it, found and fixed a live bug: the old script only set a stop flag on reload and left its event handlers connected, so re-executing stacked a second set and every called number was daubed and claimed twice.
New shared universal module -- movement, fly, noclip, visuals, ESP, aimbot, hitbox and server tools that every game hub mounts, instead of each one carrying its own copy. Everything in it reverses: noclip records each part's real collision, fullbright snapshots the map's own lighting rather than resetting to a hardcoded grey, and the FPS boost hides textures instead of deleting them. Connections are tracked by name so a re-execute can't leave duplicate loops running, and the aimbot's team check actually runs -- it's an empty branch in most versions of this code floating around.
Added Bypass Rollback (an existing mechanism that was mislabeled as a cosmetic toggle and did nothing visible -- renamed to what it actually does, took 3 live rejoin tests to confirm it actually works) and Fake Leaderboard Rank #2 (cosmetic, local-only -- the real leaderboard can't be touched by a client script, this only changes what your own screen shows).
Removed the Notes tab -- that content now lives as a real module on the Block Breakout page instead of a separate tab, and caught a couple of controls (adjustable multipliers, Jump To Level) it was missing. Module dropdowns now actually animate open/closed. Homepage cut down to just the loader, key, and a new Security section.
Big site pass: Games now links each game to its own detail page listing every module and real toggle/button. Added the Ascend module to the homepage (it was missing entirely). Visual refresh on the hero and cards, plus a proper mobile pass.
Fixed Boost FPS actually doing nothing -- it only touched Lighting effects, but measuring live showed GPU was never the bottleneck. It now also hides the native game UI (the real CPU cost), which measured a real drop.
New Boost FPS toggle -- turns off Bloom, SunRays, Atmosphere haze, and shadows. The whole game is drawn as 2D UI under the hood, so these were pure GPU cost with zero effect on the actual bricks/balls you see.
Dragging the hub window (and the boot/key screen) is smooth now instead of snapping 1:1 to your cursor -- it eases toward where you're dragging and settles into place when you let go.
Fixed a real animation bug: expanding a section could briefly show a sliver of a row's color at the bottom edge, caused by the panel's outer size animating out of sync with the section's own reveal. Both now move together.
Bypass Cooldown (Void) now works on its own -- it used to only matter with Auto Void Rift also on, so switching it on with that off visibly did nothing. Found and fixed a related dropdown/UI bug from the animation overhaul below.
Added Ascendant Balls to the unlock list -- 6 real, expensive (billions-range) balls tied to ascension progress that weren't covered by the existing crate/dev-product unlocks.
Split the old combined "Infinite Currency" button into currency-specific max buttons living with the module they belong to: BB/Gold/Skill Points on Boss, Void Shards on Void, Relics + Relic Ranks on Ascend, plain Money stays on Boosts.
New Ascend tab: auto-enters and auto-clears ascension trials, auto-buys relic upgrades, and a Bypass Requirement toggle to trigger trials before actually reaching the level tier.
Found and fixed the real cause of the hub occasionally failing to fully load (missing panel content, no error visible) -- a heavy sync call was running at the wrong moment during startup. Not an executor issue after all; sorry for the wrong turn chasing that theory first.
Close and minimize got real animations -- fades and eases instead of an instant cut. Added Infinite Max Balls (the game hard-caps ball capacity at 1000 no matter your prestige; this bypasses it).
Removed Content Creator Tycoon support. RV Hub is back to Block Breakout only.
Site got a pass of polish -- scroll-in animations, card hover effects, and a working Home link from every page (the logo now links back to the homepage).
Fixed duplicate hub windows piling up after every rejoin -- old GUI wasn't getting cleaned up across a real teleport since it survives even though the script's own state doesn't.
Added a key-gate to Content Creator Tycoon's hub matching Block Breakout's -- one key from the Get Key page now unlocks both games, and only needs re-entering once a day instead of after every rejoin.
One loadstring now works for every game RV Hub supports -- it detects which game you're in and loads the right hub automatically. Added Content Creator Tycoon.
Copy buttons on the site no longer fail silently if your browser blocks clipboard access -- they now fall back to letting you select the text.
Renamed the in-hub GUIDE window to NOTES, and built this website (Games, Executors, Notes, Changelog, and a Get Key page).
Added a UserId ban list and made the execution log webhook actually useful -- shows an avatar, which key was used, and flags banned users who try anyway.
Fixed the NOTES window cutting off text on the right edge -- it wraps and scrolls properly now. Added the Discord webhook execution log.
Infinite Currency is now a one-click button instead of a background loop. Fixed a leftover green toggle color that broke the purple theme.
Boot screen got an entrance animation, a password-style masked key field, and a smoother transition. Hub now checks the place ID and refuses to run outside Block Breakout. Level Multi capped at 15x.
BOOSTS reorganized into collapsible sections (Level, Ball Stats, Currency, Unlocks). Added Unlock All Dev Products. Raised the Infinite Currency ceiling.
Max All Upgrades now covers Prestige and Void Forge upgrades too, not just regular ball/laser upgrades.
Added Max All Upgrades. Restyled sliders to match a thicker, flatter look with a hover glow.
Full visual restyle -- monospace font, neutral grey panels, sharp corners. Added Unlock Crate Balls.
Added Level Multi, config persistence (your toggles remember their state), and the first pass at the save-integrity investigation.
Initial release -- auto farm, boss, void rift, and the core UI.