Building a Pro Roblox Among Us Task System Script from Scratch

Finding a solid roblox among us task system script is usually the first big hurdle developers face when they're trying to recreate that tension-filled "crewmate" experience in their own games. It's one thing to have players walking around a spaceship, but if they aren't frantically clicking wires or waiting for a download bar to hit 100%, the whole vibe just falls apart. The task system is effectively the engine of the game; it forces players to move into vulnerable positions, creates a sense of urgency, and gives the imposters a chance to strike.

But here's the thing: you can't just copy-paste a single block of code and expect a masterpiece. A truly functional task system in Roblox involves a mix of UI management, server-side verification, and a way to track progress across the entire lobby. If you're just starting out, it might feel a bit overwhelming, but once you break it down into smaller chunks, it's actually pretty fun to build.

Why the Task System Matters More Than You Think

Before we dive into the nuts and bolts of the code, we should talk about why this system is so critical. In a social deduction game, the "tasks" are the only thing keeping the "innocent" team from just standing in a circle in the middle of the room. If the roblox among us task system script is buggy or boring, players won't feel motivated to do them.

You need tasks that feel tactile. Whether it's a slider, a series of buttons, or a timer, the interaction needs to be smooth. If a player completes a task and the progress bar doesn't move, or if the game doesn't register that they're finished, they're going to quit your game pretty fast.

Setting Up Your Workspace in Roblox Studio

To get a script like this running, you need to be organized. Don't just throw everything into one script. I usually start by creating a few specific folders in ReplicatedStorage. You'll want a folder for your "TaskEvents" (these are your RemoteEvents) and maybe a folder for "TaskData" where you store the names and types of tasks available.

In the ServerScriptService, you'll need a main controller. This script is the "brain" of the operation. It decides which player gets which tasks at the start of the round. Then, you'll have your StarterGui, which handles the actual visual part—the stuff the player sees on their screen when they interact with a task station.

The Power of RemoteEvents

If you're new to Roblox scripting, you've got to get comfortable with RemoteEvents. Since the task system involves the player (the Client) doing something and the game (the Server) needing to know it happened, you need a bridge between the two.

When a player finishes a wire-fixing task, the local script on their computer says, "Hey, I'm done!" and sends a signal through a RemoteEvent. The server catches that signal, checks if it's legit, and then updates the global task bar for everyone. Without this, your game would be a playground for exploiters who could just tell the game they finished all their tasks in one second.

Coding the Core Logic

Let's talk about how the roblox among us task system script actually handles the "doing" part. You usually want a table in your server script that tracks every player's progress. It might look something like this:

  • Player 1: [TaskA: Complete, TaskB: Incomplete, TaskC: Incomplete]
  • Player 2: [TaskA: Incomplete, TaskB: Complete, TaskC: Incomplete]

When a player approaches a part in the game world—let's say a "Download Data" terminal—you can use a ProximityPrompt. I love ProximityPrompts because they're built-in and handle a lot of the heavy lifting for you. When the prompt is triggered, it fires a local script that opens the task UI.

Handling Task Completion

Inside your UI script, you'll have the logic for the specific mini-game. If it's a "hold the button" task, you're just checking how long the mouse is held down. Once the requirement is met, you fire that RemoteEvent we talked about.

On the server side, you'll have a function that looks something like this: RemoteEvent.OnServerEvent:Connect(function(player, taskName) The server should check: Is the player actually near the task station? Have they already completed this task? If everything checks out, the server marks it as done and adds a point to the total "Task Completion" variable.

Making the UI Look Good

Let's be real: a boring gray box isn't going to cut it. Your roblox among us task system script needs a companion UI that looks the part. You want a progress bar at the top of the screen that fills up as the whole team finishes their work.

To make a progress bar, you basically just have a frame with a background color and another frame inside it (the "bar"). You change the size of the inner frame based on the percentage of tasks completed. If there are 50 tasks total in the game and 25 are done, the bar's width should be 0.5 in scale. It's a simple trick, but it looks professional when it's animated smoothly.

Adding Variety to Your Tasks

If every task is just "wait 5 seconds," your game is going to be a snooze-fest. You should try to script different types of interactions.

  1. The Clicker: Players have to click several objects in a specific order.
  2. The Slider: Moving a GUI element from point A to point B.
  3. The Sequence: Repeating a pattern of colors or sounds (kind of like Simon Says).
  4. The Timer: Starting a process, walking away to do something else, and coming back later to "finish" it.

Each of these requires a slightly different approach in your local script, but they all talk to the server in the same way. The more variety you have, the more distracted the crewmates will be, which is exactly what a good imposter needs to get away with "murder."

Common Pitfalls and How to Avoid Them

I've seen a lot of people struggle with the roblox among us task system script because they forget about the "Imposter" side of things. Imposters shouldn't be able to actually do tasks, but they should be able to open the UI and pretend.

You need to make sure your script checks the player's role before it actually counts a task toward the total. If an imposter triggers a task, the server should just ignore the completion signal. Also, make sure your UI reflects this—don't show the imposter a "Task Completed!" message that increases the real bar, or you'll give them away!

Another big issue is lag. If you have 15 players all firing RemoteEvents every time they click a button, you might see some stuttering. Try to only send signals when absolutely necessary—like when a task is fully finished, not for every single little step within the task.

Testing Your Script

You can't just write the code and hope for the best. You need to use the "Team Test" feature in Roblox Studio. Invite a few friends or open multiple instances of the game yourself.

Check for weird edge cases. What happens if a player dies while they have a task open? Does the UI close? What happens if everyone finishes their tasks at the exact same time? Does the game end properly? These are the little details that separate a "hobby project" from a game that actually goes viral.

Wrapping Things Up

Building a custom roblox among us task system script is a huge learning experience. It teaches you about UI, server-client communication, data management, and game balance all at once. Don't get discouraged if your first version is a bit clunky. My first attempt was a total mess—the wires didn't even snap to the right places!

The beauty of Roblox is that you can keep iterating. Start with one simple task, get it working perfectly, and then build the rest of your system around it. Before you know it, you'll have a fully functioning space station (or whatever setting you choose) where players are frantically running around trying to finish their chores while watching their backs.

Good luck with your project—it's a lot of work, but seeing players actually engage with the systems you built is one of the best feelings in game dev. Keep at it, keep testing, and don't be afraid to break things to see how they work!