STEAL AN EGG
Steal the egg. Outrun the guard. Hatch the pet. Repeat.
GAME:
https://www.roblox.com/games/79168106118758/steal-an-egg
What the game actually is
Players walk into one of nine themed zones and steal an egg. The zone's guardian
wakes up, glows red and chases them, and it runs faster the further they get, so
escaping is a real skill check rather than a formality. Make it past the safe
zone line and the egg banks. Get caught and you drop it.
Banked eggs get planted on the player's own plot. They grow on timestamps, which
means growth continues while the player is offline. Hatched pets go into the
backpack, up to five get placed on the plot, and placed pets pay cash every
second whether the player is in the server or not.
Cash buys treadmill levels, plot upgrades and rebirths. Speed is the whole
progression: guardians top out around 45 walk speed, so the moment a player can
outrun them, the later and richer zones open up.
What is included
9 themed zones
with their own colours, sounds, egg models, guardians and chase speeds
72 pets
with per-pet income, weight, rarity and 3D models
Guardian chase
with distance-based speed scaling, a red danger outline and bouncing run animation
4 player plots
assigned on join and released on leave
Offline income
on both egg growth and pet earnings, timestamp based
Treadmill speed system
with 10 upgrade levels
Rebirth
with a permanent income multiplier and a Robux skip
Pet index
that pays cash and speed for every new discovery
7 day daily rewards
with streak tracking and a jackpot day
Trails
that are cosmetic and boost treadmill gain
3 server events
on a weighted rotation, including a Blood Moon that fills one bar the entire server shares and pays every player online at 35%, 70% and 100%
Global leaderboards
for money, speed and rebirths
Admin panel
with cash, speed, egg, event and announcement commands
Full monetization
wired: gamepass, developer products, receipt handling
ProfileService
saving with session locking, autosave and BindToClose
Why it is worth buying instead of building
Server authoritative throughout.
Cash, speed, pets, eggs, cooldowns and event state all live on the server. Every remote revalidates on arrival. The admin panel hides from non-admins and the server rechecks the admin list on every single command, so revealing the UI gets an exploiter nothing.
Everything tunable sits in one folder.
13 config modules in ReplicatedStorage. Chase difficulty, grow times, the speed ladder, event rates, reward tables and prices. You can rebalance the entire game without opening a service.
No runtime UI generation.
Every model and GUI is a real instance in the Explorer. You can see and edit all of it with scripts disabled.
It is documented.
A full README ships with it: architecture, every config knob, how to add pets, events and world themes, how to reskin it into a different game, and an honest list of known gaps.
Reskinning it
The loop is generic: steal a thing, outrun a guard, plant it, hatch a producer,
collect income. Swap the models, rename the zones in the config and retitle the
UI text. No service knows what an egg is; they all run on ids and zone names.
Delivered as a .rbxl place file with the README included.
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