News
Roblox is raising base DataStore storage from 100 MB to 500 MB
July 25, 2026
Roblox is giving every experience five times more DataStore room before player-based scaling begins. On July 29, baseline storage increases from 100 MB to 500 MB, while in-game and Open Cloud requests move onto one shared per-experience budget.
The July 15 DevForum announcement follows Roblox's recent move from per-server limits to game-level DataStore limits. The practical goal is more room for small games to experiment and clearer accounting once external tools are involved.
The storage formula
| Lifetime players | Old baseline formula | New formula |
|---|---|---|
| 0 | 100 MB | 500 MB |
| 1,000 | 1.1 GB | 1.5 GB |
| 10,000 | 10.1 GB | 10.5 GB |
| 100,000 | 100.1 GB | 100.5 GB |
The increase matters most before a game has a large audience. A prototype or new release gets an extra 400 MB immediately, reducing pressure to optimize or split data before the project has validated its core loop.
Open Cloud and live servers now share counters
In-game DataStore calls and matching Open Cloud API calls will increment the same request-type counters. Standard reads, ordered lists, and other categories share one budget calculated per minute:
Roblox is increasing the baseline to 300 across functions while keeping the concurrent-user multipliers unchanged. Open Cloud usage will also become visible in Data Stores Observability and Data Stores Manager.
What can compete for the shared budget
- Live game servers reading and saving player state
- Admin panels using Open Cloud
- Migration or backfill scripts
- Analytics exports and moderation tools
- CI, testing, or content-management automation
Before July 29, teams should inventory external DataStore traffic. A backfill that was harmless under a separate Open Cloud quota can now consume capacity needed by live servers. The total effective limit is not expected to drop at launch, but ownership of the shared budget moves to the developer.
A simple pre-launch checklist
- Open Data Stores Observability and record normal live-game usage.
- List every Open Cloud tool that reads or writes DataStores.
- Move bulk jobs away from peak CCU where possible.
- Add backoff and retry handling for throttled requests.
- Set alerts before enabling a migration, export, or admin workflow.
Roblox Extended Services will cover Open Cloud DataStores under the same model, so external workflows can exceed the standard platform limits when a team intentionally enables paid overage capacity.
What does not change
More storage is not a reason to store unbounded data. Per-key constraints, request throttling, schema evolution, failed writes, and privacy obligations still shape a safe system. The extra 400 MB is breathing room for early development, not a replacement for a data lifecycle.
AI agents can help audit callers or write observability tooling, but do not let an agent run a live migration without a bounded batch size, rollback plan, and explicit verification. DataStore work is one of the places where “generate and hope” is most expensive.
Frequently asked questions
What is the new Roblox DataStore storage limit?
Beginning July 29, 2026, the baseline allocation is 500 MB plus 1 MB for every lifetime player in the experience.
Do Open Cloud and in-game DataStore calls share a limit?
Yes. Corresponding in-game and Open Cloud request types will use one shared per-experience budget based on the same baseline-plus-CCU formula.
Will the July DataStore update reduce existing limits?
Roblox says it does not expect the effective limits of existing games to drop when the change ships, although external tools and live servers will draw from the same shared counters.