Connecting a game

Open the page, copy one line, paste it in your executor.

Open the interface

Go to rbx.lol/debugger. It generates a room code for you.

Copy the loadstring

The page shows a one-line script with your room code already in it:

Luau
loadstring(game:HttpGet("https://rbx.lol/netbridge/client.lua?room=ABCD234XYZ"))()

Run it in your executor

Paste, execute. The client connects outward and joins your room.

Watch the page go live

The status flips to Connected and the tabs start filling. Capture toggles start off, so turn on the stream you want.

The room code#

Ten characters from a 31-character alphabet, about 50 bits, so it is not guessable. It is also the only thing protecting the session.

Do not paste your room code publicly

Anyone with the code can join your room and see the traffic your game is capturing. Treat it like a password. If you have shared one by accident, reload the page. You get a fresh code and the old room is abandoned.

The alphabet leaves out 0/O and 1/I/L, so a code can be read aloud or typed by hand without ambiguity. Privacy and security covers what travels through the room and what does not.

Reconnecting#

Re-running the loadstring is safe. The new client takes the room's game slot and the old socket is closed, so a stale connection after a game rejoin costs you nothing. The page keeps your room code across reloads, so refreshing the tab does not force a re-inject.

More than twelve client connections to one room inside ten seconds and the relay turns the newest one away. Wait a few seconds and run the loadstring again.

Connection states#

The panel above the app reports one of these:

StateMeaning
StartingSetting up a room
ConnectingReaching the relay
Waiting for your gameThe page is in the room; the executor has not joined
ConnectedThe game is attached
DisconnectedLost the relay, or another tab took over this room. Reconnects on its own
Connection failedCould not reach the relay

If nothing arrives#

  1. Did the script error in your executor? Check its console. A missing WebSocket.connect is reported explicitly.
  2. Is capture switched on? Spy and Web Traffic both start off, so connecting does not immediately flood you.
  3. Is the game actually firing remotes? Move your character, open a menu. Some games are quiet at the main screen.
  4. Does your executor block outbound WebSockets? Rare, but a few sandbox the API.