Existing Projects
Roflow isn't just for brand-new games — you can bring in a game you already have, let Roflow learn how it's built, and then add features, fix bugs, and improve your code with the agent.
The short version
Working on an existing game follows three steps:
- Import it from Studio. Pull your open Studio place into an editable Roflow project so the agent has your actual code and structure to work with.
- Let Roflow learn your project. Run
/initso the agent inspects your game, asks a few questions, and remembers how it's set up. - Build on it. Ask for new systems, fixes, or improvements — Roflow works within your existing structure, and its changes sync back into your open Studio place.
The rest of this page walks through each step.
Before you start
Importing pulls the game that's currently open in Roblox Studio into Roflow, so you need Studio open and connected first:
- Open your game in Roblox Studio.
- Make sure the Studio Bridge is connected — the status shows green in the Bridge panel in Studio and in Roflow's status bar.
- If you've never connected before, follow First Launch to set up the Bridge (activate the plugin, enable Allow HTTP Requests in Studio's Game Settings > Security, and connect).
Importing reads the live place from Studio. If Studio isn't connected, the import can't read your game and will tell you to connect first. Open your game in Studio and connect the Bridge, then try again.
Importing your game from Studio
The Projects page in Roflow Home shows a single Studio panel that adapts to what you're doing. When a connected place isn't a Roflow project yet, that panel reads Import "<your place>" — that's your one-click way in.
To import:
- Open your game in Roblox Studio and confirm the Studio Bridge is connected.
- In Roflow, go to the Projects page (the Projects section in the left navigation).
- Click Import "<your place>" on the Studio panel. Roflow reads the connected place (you'll see Reading your Studio place…).
- Name the project. The box is prefilled with your place's name. Names may use letters, numbers, hyphens, and underscores only.
- Click Import. Roflow creates and opens the project (Creating your project…).
- When it finishes, you'll see a confirmation like Pulled "<your place>" from Studio (N scripts). and your project opens, ready to work on.
You can also start the same import from the command palette with Pull from Studio (category Roblox).
Once a place has been imported, Roflow recognizes it. The next time that place connects in Studio, the panel reads Continue "<project>" and Roflow can reopen the matching project automatically — no re-import needed.
If a project with that name already exists
If you already have a Roflow project with the name you chose, Roflow asks before overwriting. It shows an Overwrite existing project? prompt explaining that re-importing will overwrite that project's scripts with the latest from Studio, while other files in the folder are kept. Choose Overwrite & Import to continue, or go Back to pick a different name.
This is also how you refresh an already-imported project — see Re-importing later below.
Help Roflow learn your project
Importing gives Roflow your code; /init gives it understanding. For an existing game, run /init in the agent chat as your first step after importing.
When you run /init, Roflow:
- Inspects your project — your folders, naming, and how your code is organized.
- Asks you a few short, game-specific questions to fill in what it can't infer.
- Writes a plain, editable ROFLOW.md file that describes your game, its core systems, layout, and current priorities.
From then on, future tasks load that memory automatically, so you don't have to re-explain your project every time you start something new. ROFLOW.md is a normal file you can open and edit whenever your game's direction changes.
For a new game, a starter prompt is enough to get going. For an existing game, running /init first means new work fits what you already built — instead of the agent guessing at conventions it hasn't seen. See Planning Your Game for more on setting the agent up for success.
Adding features, fixing bugs, and improving code
Once your game is imported and Roflow knows it, you work exactly as you would on any project — just ask.
- Add a feature. Describe what you want ("add a daily reward", "add a shop that sells the speed upgrade"). Roflow plans it, writes the scripts and UI, and connects them to your existing systems.
- Fix a bug. Tell it what's wrong, or point it at the error. With Studio connected, Roflow can run a playtest, read the console, and trace the problem — then propose a fix. See Fixing Issues.
- Improve existing code. Ask it to refactor, clean up, or explain a script. You can select code in the editor and send it to the agent for an explanation or improvement.
Because Roflow read your project during /init, it slots into what you already have. On an existing game it looks at your existing folders, naming conventions, and which code runs on the server versus the client before adding anything, so new work matches your architecture instead of fighting it. It won't do surprising things — like moving backend logic into UI containers — unless you explicitly confirm after it explains the risk.
On an established game, the safest way to add is in stages — one system per request, reviewed and tested before the next. It keeps each change easy to check and easy to roll back. See Building in Stages.
Everything you'd expect from the agent still applies: you review each change as a diff before it applies, checkpoints let you undo any step, and Plan mode lets you agree on an approach before any code is written. See How Roflow Works and Talking to Roflow.
How your changes flow back into Studio
Once you're working in an imported project, your Roflow files are the source of truth for your scripts. As Roflow (or you) edit files, those changes sync one way — from Roflow into your connected Studio place — so what you build shows up in the game you already have open.
- Watch the Studio indicator in Roflow's status bar to see the live state: connected, syncing, or paused.
- You can pause and resume this with Toggle Studio Sync (category Roblox) from the command palette; the choice is remembered per project.
- Edits Roflow makes to your place are grouped, so you can reverse them right in Studio with Edit > Undo, just like your own changes.
- When Studio is connected, Roflow verifies its work by syncing changes, running a playtest, and reading the console before calling a task done. See Playtesting.
Your Roflow files are authoritative for scripts. If you hand-edit a script directly in Studio and then a Roflow file edit touches the same script, Roflow's version wins — it shows a non-blocking warning that it overwrote your Studio-side edit, and the overwrite still goes through. To avoid clashes, make script changes in Roflow rather than in Studio.
If a sync ever fails, the Studio badge in the status bar highlights with the reason — click it to retry pushing the whole project. If Roflow can't tell which place to write to (for example, several Studio places are open, or the connected place doesn't match your project), it refuses the push rather than write to the wrong game; open the matching game in Studio so only that one is targeted. For more, see Connection Problems.
Re-importing later
If your game changes on the Studio side and you want to pull the latest back into Roflow, re-import it. Start the import again (the Studio panel offers Re-import from Studio, or use Re-import Project from the command palette) and confirm the overwrite when prompted. Re-importing refreshes your project's scripts with the latest from Studio and keeps your other files.
Importing and syncing move code between Roflow and your open Studio session — they don't publish your game. Publishing still happens in Studio (File > Publish to Roblox), which you do yourself. See Publishing Your Game.
Where to go next
- Studio Bridge — connect Roflow to your open Studio session.
- Talking to Roflow — how to phrase requests and give the agent context.
- Planning Your Game — Plan mode,
/init, and mapping out work on an existing game. - Playtesting and Fixing Issues — test and repair your game with Studio connected.
- Commands — the full list of palette commands and slash commands.