Roblox Game URL: Overseer.exe
Tracks: Light the Way
Company Challenges: Best Social Impact Hack, ROBLOX Civility Challenge, Happy Hacking Keyboard: Type Beyond - Rethinking Interaction Through the Keyboard, MLH: Best Use of ElevenLabs
Inspiration
Both of us got scammed on Roblox as kids. We were playing Pokémon Brick Bronze when someone offered us free rare Pokémon if we hopped on his Discord server to trade. The second we left Roblox's chat, the guardrails disappeared. He compromised our accounts and stripped them clean. We were lucky. For many others, situations like this do not stop at losing items or accounts. They escalate into manipulation, grooming, and real-world harm. Roblox reported over 24,000 incidents of child exploitation to NCMEC in 2024 alone, reflecting an exponential increase in cases over just a few years.
The pattern is almost always the same:
- Builds trust through in-game friendship or generous offers
- Moves the conversation to Discord or another unmonitored app to bypass safety tools
That exact playbook is what got us.
So we built Overseer.exe, a Roblox game where every threat at the gate is a real grooming tactic in disguise. Free Robux scams appear as wasteland bribery. Add me on Discord becomes suspicious off-channel radio calls. We simulate fake authority, urgent pressure, and credential phishing. An AI-Agent-driven system (Gemini 1.5 Flash) generates personalized grooming probes so kids don't just memorize specific scams, they learn to spot the underlying pattern. We're giving every kid the instinct we wish we'd had before we clicked that Discord invite.
The Problem
In 2019, platforms reported 675 child exploitation cases to NCMEC (The National Center for Missing & Exploited Children). By 2024, that number had surged to 24,522, a 36x increase in just five years. This crisis affects a platform where roughly 40 percent of its 144 million daily users (2025 Q4 Results) are under 13. Since 2018, at least 24 people have been arrested for abducting or sexually abusing children they first groomed online. More than 80 federal cases have now been consolidated into a single multidistrict litigation. The pattern is almost always the same. A predator builds trust in the game environment, then quickly shifts the conversation to an unmonitored platform like Discord, where the abuse escalates rapidly.
This left us asking ourselves a hard question:
If these dangers are growing so fast, how can we teach kids to recognize and prevent grooming before it happens, rather than simply hoping platforms will restrict everything?
The Solution: Overseer.exe
Overseer.exe is set in 2031, after a cyborg infection has overrun Earth and most cities have gone dark. The player serves as the last Overseer at Checkpoint 7, a fortified survivor stronghold at the edge of the wasteland. Refugees arrive seeking shelter, but so do infected cyborgs wearing human faces, replicas with mismatched memories, and bad actors attempting to infiltrate the base (Checkpoint 7). The player's job is to inspect each visitor and decide who gets through.
The core gameplay loop consists of three connected phases:
- Gate inspection: Each visitor approaches the window with credentials and a 3D model that may contain subtle anomalies such as glowing eyes, robotic limbs, or glitched textures. Players engage in (branching dialogue and must classify the visitor). Threats are designed so surface details look plausible but break under one well-placed follow-up question, the same way real grooming attempts collapse when challenged.
- Hangout Zone: Admitted survivors enter a shared room where an AI Agent generates live whispers between NPCs that mirror real corruption scripts, including requests for usernames, two-factor codes, recovery answers, and off-platform contact. Players monitor behavioral signs, identify threats, and eject infected individuals before the infection meter reaches critical levels.
- Boss fight payoff: Surviving the round unlocks an upgrade shop and a four-phase boss fight in which every correctly protected NPC returns as a combat ally. This makes the quality of the player's social judgments directly determine how difficult the final fight becomes.
The result is a tight, self-contained gameplay loop where pattern recognition is not just taught. It is required to win.
Challenges we ran into
We navigated the classic game jam tension between ambitious scope and a coherent 48-hour loop by aggressively pivoting toward mechanics that actually felt unified.
- Scope Creep vs. Cohesion
- The Pivot: Initially planned as a multi-round shift system with complex corruption mechanics, we realized the elements didn't talk to each other.
- The Solution: We collapsed the experience into a single, high-stakes 5-minute shift. While it felt simpler on paper, it ensured the player stayed focused on the core loop rather than juggling disconnected systems.
- Mid-Hack Boss Rebuild
- Design Alignment: The original rhythm-tile boss felt like a separate game "stapled" onto the shooter. We tore it out mid-hack to build a unified combat system.
- Weaponry & Movement: We introduced a diegetic weapon shop (Pistol, SMG, Cannon) that utilized the existing dodge-based movement, creating a more integrated, though admittedly unfinished, finale.
- Technical Polish & Procedural Rendering
- The Pop-in Issue: The procedural helicopter intro, featuring over 100 buildings and searchlight rigs, caused "empty skybox" flashes on slower machines.
- The Fix: We implemented a pre-load black overlay that hands off seamlessly to the cutscene’s internal fade, masking the procedural generation and ensuring a smooth transition into the world.
- Version Control Pain (Lost Work)
- The Merge Issue: Mid-hack, one merge broke the visitor dialogue tree and some environment details forcing us to revert back to previous versions. By prioritizing a tight, functional 5-minute loop over a sprawling but broken multi-shift system, we traded broad complexity for a polished, playable vertical slice.
Accomplishments that we're proud of
Despite the challenges we achieved significant milestones:
We built a strong core mechanic and delivered a complete five-room facility in just 36 hours. The game includes a cinematic intro, 26 hand-written visitor archetypes with branching dialogue, live AI-Agent-personalized phishing whispers, a social-deduction infection mechanic, and an upgrade shop. We used OpenRouter for persona-driven NPC dialogue, allowing Gemini 1.5 Flash to act as an infector.
We also started development on a four-phase boss fight where correctly protected survivors become combat allies. Strong social judgment directly shapes the final fight’s difficulty. Every system connects meaningfully.
We are equally proud of the writing. Each threat archetype turns a real grooming tactic into post-apocalyptic dialogue that feels plausible at first but breaks under one good follow-up question. Calibrating the AI Agent whispers was our hardest decision and we made them effective without crossing the line for kids.
Key accomplishments we are proud of include:
- A fully connected gameplay loop where inspection decisions impact the boss fight
- Threats that teach real grooming patterns through gameplay
- An AI Agent system that generates personalized corruption scripts safely for kids
- Making the game entertaining enough that kids play without realizing they are learning
The accomplishment that matters most is harder to quantify. Both of us got scammed in Pokémon Brick Bronze at age nine and learned the pattern the hard way. Games already teach kids economies and social norms on this platform. There is no reason they cannot learn safety the same way. We hope Overseer.exe becomes an early example of what this new genre can look like.
What's next for Overseer
We are evolving the bunker from a static defense post into a living social ecosystem where every intake decision dictates your survival in the final conflict.
- LLM-Driven NPC Combatants
- Transform NPCs from passive survivors into active agents with unique combat logic based on their personalities.
- *Behavioral Agency *
- NPCs act on their traits: A "Paranoid" NPC might hoard ammunition and refuse to share; a "Reckless" NPC will ignore cover to rush the boss.
- Co-op Synchronization
- Shared Checkpoint: Up to 4 players share one checkpoint with distributed roles across intake, Hangout patrol, and the radio room, turning solo pattern recognition into team communication.
- Raid-Scale Boss Fights: Boss fights scale into raids in the spirit of Dead Rails or 100 Waves Later, with party-scaled difficulty and every saved survivor joining the whole team as an ally.
Built With
- gemini
- httpservice
- humanoiddescription
- luau
- openrouter-api
- proximitypromptservice
- remoteevent
- replicatedstorage
- roblox-engine
- roblox-studio
- runservice
- tweenservice
- userinputservice
- viewportframe
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