GAMES

Seventeen games.
Nothing generic.

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
loadstring(game:HttpGet("https://rvhub.wtf/loader.lua"))()

One line, every game. The loader looks up where you are and fetches the right script.

DEDICATED MODULES

Games with their own 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.

Blox Fruits

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.

2753915549 auto farm · bring mobs · chests · travel

Block Breakout

7 modules, 35+ toggles and buttons -- auto farm, boss, void rift, ascension, and every unlock the game has. Full breakdown per module.

89358562219139

Totally NOT Gambling

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.

85231703843769

50 Player BINGO

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.

131479356121251 auto daub · instant claim · rewards

2 Player Evolution Tycoon

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.

125496078313264 auto buy · collect · aura · rebirth

Prison Life

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.

155615604 weapons · arrests · no boundary

Murder Mystery 2

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.

142823291 role ESP · coins · evade

Adopt Me

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.

920587237 ailments · jobs · eggs · teleports

Grow a Garden 2

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.

97598239454123 harvest · seeds · sell

Welcome to Bloxburg

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.

185655149 jobs · mood · plot

+1 Cut Grass Adventure

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.

90086669327265 auto farm · smart zone · loot ESP · relics

Pack RNG

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.

117752943664280 autoplay · packs · mining · fishing

Sell Ores

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.

122572082932179 auto sell · prompts · base build · codes

Prospecting!

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.

129827112113663 dig/wash farm · geodes · sluice · NPC menus

Kick a Lucky Block

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.

89469502395769 auto kick · movement proxy · school events

Infected Lands

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.

122789100578830 fly · ESP · aim assist · autoloot

Pet Simulator 99

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.

3317771874 tap farm · machines · auto quest · eggs
EVERYTHING ELSE

Unsupported means unsupported.

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.

Why it was removed

  • The generic set was speed, noclip, fly, aimbot and hitbox changes.
  • All of those alter character state the server can see or sanity-check.
  • A live moderation kick came back while it was loaded. It isn't worth shipping in a game nobody has checked.

What a real module does instead

  • Fires the same calls the game's own client fires.
  • Ordinary play traffic, because that's literally what it is.
  • Which is why adding a game takes reading its code rather than pointing a config at it.

Want your game added

  • The Place ID is the starting point -- it's in the URL of the game.
  • Everything past that has to be mapped from inside: remotes, systems, what the server actually validates.
  • That work is the reason the list is seventeen and not fifty.
HOW THESE ARE BUILT

Why only seventeen have modules.

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.

Read the game first

  • Every game names its network calls differently and validates different things.
  • The work is finding which rules the server truly enforces and which are only checked on your machine.
  • That answer is different in every game, and it's what a module is built around.

Respect the real limits

  • Games rate-limit requests and some watch for clients acting inhumanly.
  • Features are paced to sit under those limits rather than hammering them.
  • A hub that trips detection in an hour isn't worth shipping.

Say what it can't do

  • Each hub carries a Notes tab listing its hard limits.
  • Anything the server decides -- payouts, entitlements, purchases -- stays decided by the server.
  • You should know that before you turn something on, not after.

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.