Seventeen games have a module written against their own code, and the loader works in those seventeen only. There's no catch-all mode: a hub here fires the same calls the game's own client fires, which is exactly why it doesn't look like anything unusual.
loadstring(game:HttpGet("https://rvhub.wtf/loader.lua"))()
One line, every game. The loader looks up where you are and fetches the right script.
Each of these was built by reading that game's network layer and finding what the server actually validates. Every one has a full breakdown -- click through for the module-by-module detail and what it can't do. The seven newest are full rebuilds of competitors' hubs onto our own UI and haven't been runtime-tested in-game yet.
Nearly the whole game runs through one remote that takes a command name -- travel, purchases and inventory are the same call with a different string. Combat isn't: damage comes from your equipped tool touching a mob, so the farm hovers and activates rather than sending anything. All six sea places supported.
7 modules, 35+ toggles and buttons -- auto farm, boss, void rift, ascension, and every unlock the game has. Full breakdown per module.
A plinko board that lets the client score its own drops. Catcher for the top bin, max-bet automation, auto eggs, skins, upgrades, fusing, claims, and the risk and board multipliers most people never switch on.
Auto-daub and instant claim. The edge in a 50-player room isn't daubing, it's claim speed -- every card completes on the same called number, so the win goes to whoever claims first. Both fire from the same event handler, before a human can react.
Auto-buy tycoon buttons, auto-collect, kill aura and rebirth. Buttons aren't bought through a remote at all -- the server's own Touched handler does it -- so buying is a teleport, not a network call.
Every weapon from the giver room, become criminal, arrest aura and arrest-all. Arrests need range and facing, so arrest-all lines you up behind each target rather than spraying. AntiJump and the map boundary are client-side and simply get removed.
Roles are handed out as Tools, and Tools replicate to every client -- so the murderer is known before the round announces it. Role and coin ESP, coin sweep, dropped-gun auto-grab, and an auto-evade that keeps distance from whoever holds the knife.
Auto ailments, auto job, auto hatch, event currency and interior teleports. Everything routes through the game's own module loader, the same path its client uses -- including the interiors, which aren't places in the world and can't be reached by teleporting.
Harvesting takes a plant id and never checks where you are, so the whole crop farm runs without moving a step. Auto harvest, auto buy seeds cheapest-first, auto sell. Spending is tracked locally because the balance only updates after the server catches up.
Ten job teleports, auto janitor, and a mood booster that runs your own house. Bloxburg has no scriptable job API, so this one works by finding the right prompt and firing it -- which makes it the most fragile hub here, and it tells you which prompt it couldn't find rather than failing quietly.
The server does the damage -- pets are just pointed at a target -- so the farm walks a zigzag route and picks its zone by damage-per-second or profit rather than sending attacks. Knit request/event layer, loot ESP, relic and wheel automation, and an anti-cheat watch that stops the farm on its own.
An autoplay engine that ranks every action by return before doing it. Rolling and smart packs, upgrades and the tech tree, rebirth and prestige, mining craters, a fishing state machine, and the economy tab. This game's own author farmed by teleport, so the crater and supply-drop routes keep it.
Auto-sell that teleports a spawned crate straight to the seller table, plus a prompt engine that pins the camera so far-away prompts still fire. Auto roll and buy ores, base building through the game's own remotes, rewards, promo codes, and a CPU-saver overlay.
The server reverts any jump over 46 studs, so the farm never teleports -- it walks the whole dig-and-wash route with pathfinding and an unstick watchdog. Geode collection, seller trips, sluice, potions and totems, per-child item locking, quests, and the NPC shop, craft, enchant and reforge menus.
To collect and upgrade the plot mid-run, it clones the character, hides the real one, and walks the clone to the slot buttons -- the server only ever sees the body that never left. Tsunami reward timing worked out from wave speed and distance, the school-event minigames, and a weather-machine summon.
This DayZ-style game kicks for noclip and reverts fly clamps, so the fly is pure velocity with a ceiling guard and no collision changes. Player and loot ESP with chams, aim assist and silent aim that hook the game's own camera and weapon modules, and a pathfinding-routed autoloot.
Calling one of this game's client modules permanently strips a thread's write access, so worker threads only ever hand finished text to a single painter thread that touches the UI. Event-driven tapping, gold and rainbow machines with a safety on huge and secret pets, a parallel auto-quest engine, egg hatching, Lucky Breakout and Lucky Eggs.
Run the loader somewhere that isn't on the list and it tells you so, then stops. That's deliberate -- there used to be a catch-all mode here and it was removed.
A game module isn't a config file pointed at a new place. It's written against that game's own code, which is slow, and it's the reason each one actually works.
Want a module for a game that doesn't have one? Run the loader there and use the Request tab to copy the Place ID -- that's the starting point for mapping it. New to this? The guide covers the loader, the daily key, and what to do when something doesn't work.