Project 02 / Independent game · 2026

Hack A
Country.

One more hack. One more getaway.
A whole world to unlock.

  • Roblox Studio
  • Luau
  • Multiplayer
  • DataStore
Promotional illustration of a hacker at 99% progress while a guard approaches.
Project
Independent Roblox game
Focus
Gameplay, progression & systems
World
Six countries, from Italy to the USA

01 / The idea

A risky run.
A rewarding return.

Hack A Country is my Roblox game about breaking into government offices, collecting DATA, and getting home before the guards catch you. Back at your plot, that DATA becomes cash, better equipment, and a passport to the next country.

The appeal is simple: push a little further for a bigger reward, or head home with what you have. Around that decision sits a connected set of progression, economy, travel, and multiplayer systems.

02 / In motion

See the loop come to life.

A short look at hacking, the chase home, selling DATA, upgrades, and travel through the world.

25 seconds of recorded gameplay · Silent preview. Curated takes use staged progression to show later areas.

03 / The game loop

Every getaway feeds the next adventure.

  1. 01 →Hack

    Enter an office and collect its DATA.

  2. 02 →Escape

    Outrun the guards and bank the haul at home.

  3. 03 →Upgrade

    Sell DATA, improve your hacker, and build your plot.

  4. 04 ↻Explore

    Unlock passports and take on the next country.

04 / Behind the game

A playful surface.
A lot of connected systems.

Building the game means thinking beyond the moment-to-moment action. The economy, save data, world, and interface all need to agree on what a player can do and what they have earned.

Gameplay & guards

Hacking interactions, guard pursuit, capture, and the return-home payout connect the core loop.

Economy & progression

DATA income, scanners and servers, plot placement, upgrades, passports, and rebirths give each run a longer-term purpose.

Player persistence

Server-side profiles use Roblox DataStore to retain progression, with session ownership and save handling around the player lifecycle.

Interfaces & travel

Menus bring together countries, stores, and cosmetics. Unlockable cars and planes change how players move through the world.

05 / A growing world

From the first office
to the next country.

The route runs through Italy, the UK, Japan, France, China, and the USA. Each country combines themed buildings with new progression goals, while the home plot gives players somewhere to turn a successful run into lasting growth.

It’s a project where software engineering and game design meet: changing one reward, travel rule, or interface can change how the whole experience feels.

Try Hack A Country
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