An engine that
ranks by return.

Autoplay scores every action -- roll, upgrade, rebirth, area -- by what it earns before doing it. Eleven tabs of it. A full rebuild of a competitor's hub onto our own UI; not runtime-tested in-game yet.

Get Key
loadstring
loadstring(game:HttpGet("https://rvhub.wtf/loader.lua"))()
Place ID 117752943664280 11 tabs
MODULES

What each tab does.

Multi-selects are comma-separated boxes that take inventory keys -- leave one blank to mean "all".

  • Autoplay with a strategy cycle (ROI / Rush Rebirth / Rolling Only), an "include groups" box, and a rebirth-threshold slider.
  • A goal stats card showing what the engine is working toward and why.
  • Auto Roll -- pack list, Smart Pack, buy-amount cycle, roll delay, auto-buy-when-empty.
  • Alerts -- stop-at-rarity cycle and a notify-on-rarities list.
  • Equip & Collect -- auto equip best, keep-equipped list, plus the game's own auto-equip and auto-collect toggles.
  • Core Upgrades -- auto upgrade, key list, single/max mode, cheapest-first or list order, and a coin-reserve percent.
  • Tech Tree -- auto tech tree with a trees list.
  • Rebirth -- auto rebirth, a minimum-coins-since-rebirth slider, hold-during-boosts.
  • Ranks & Areas -- auto rank up, auto buy areas, and an areas list.
  • Mining -- auto mine with an ore-name list and a best-value / list-order target, plus auto ore upgrades.
  • Volcano -- auto collect craters (teleport-based, with a return toggle -- this game's own author farmed by teleport), auto volcano upgrades and prestige, plus a stats card.
  • Farm -- auto plant with a seed list, auto buy seeds, auto collect plants, auto sell fruit, farm upgrades and prestige, plus the game's Manager / Water Tower / Auto Sell.
  • Fishing -- a hub-side or in-game fishing mode, rod and bait boxes with auto-buy, target-hotspot, a dry-run, auto sell fish, fishing upgrades, and a stats card.
  • Items -- auto merge with rarity and keep lists; auto equip relics, auto roll dice, with name lists for each.
  • Economy -- auto bank (deposit/withdraw, keep-on-hand percent); auto gems with an action list; auto lucky tokens with a multiplier cycle.
  • Rewards -- auto rewards with a reward-types list.
  • Player -- walkspeed and jumppower overrides with sliders, anti AFK.
  • Supply Drops -- auto pickup, teleport to crate, return after drop.
  • ESP & Zones -- ESP with a targets list; auto zone teleport with a zone-types list and return toggle. Plus a teleport-destination cycle and rejoin.
  • A live readout, plus the shared UI settings (theme, keybind, config saves) and session controls.
TRANSPARENCY

What it can't do.

The limits are worth knowing before you assume something's broken.

  • Crater, zone and supply-drop routes teleport. That's kept because this game's own author farmed that way -- but it's still movement the server can see, so keep the return toggles on.
  • The list boxes take keys, not display names. A wrong key is skipped silently; a blank box means "all".
  • Pack odds, rebirth multipliers and rewards are the server's. The ROI engine only decides order, not outcome.
  • Not yet tested live -- it's a parse-clean rebuild of a harvested hub. Place ID may need adjusting for the fishing vs pirate variant of this game.
START NOW

Grab your key and go.

One key, one loader, every module above.