We build products that feel fast, look polished, and hold up in
real-world use, from web platforms to Roblox experiences.
Product-first mindset
Every decision, from architecture and UX to performance, is made with the end user and long-term product health in mind.
Modern tech stack
Contemporary frameworks and cloud-native tooling for responsive, secure, and maintainable applications.
Ship with confidence
From MVPs to full-scale platforms, we take teams from idea to launch with clear milestones and production-ready code.
Built by Hades Solutions
Custom platforms, web applications, and integration layers we design and deliver.
Custom digital platforms
Software shaped around how your business operates, not the other way around.
Admin dashboards, client portals, marketplaces, and internal tools engineered for clarity, performance, and long-term growth.
Role-based dashboards and control panels
Secure portals for clients and members
Workflow tools that scale with your team
SaaS & web applications
Subscription products, multi-tenant apps, and polished client-facing experiences shipped end to end.
Integration layers
APIs, payment flows, auth systems, and third-party integrations that connect your product to the services you rely on.
What we deliver
Full-cycle software development for teams that need a reliable technical partner.
Web application development
Responsive frontends and robust backends using modern JavaScript frameworks and API-first architecture.
UI / UX design
Clean interfaces, consistent design systems, and user flows that reduce friction and increase engagement.
Cloud deployment
CI/CD pipelines, hosting strategy, and production monitoring so your product stays online and performant.
Product consulting
Technical roadmaps, architecture reviews, and scope planning to de-risk builds before a single line of code ships.
Maintenance & support
Ongoing updates, security patches, and feature iterations to keep your platform current and competitive.
MVP acceleration
Rapid prototypes and lean launches that validate ideas quickly without sacrificing code quality.
Roblox scripting
Cleaner, faster Luau
We help Roblox teams improve their code through review, optimisation,
debugging, refactoring, and cleaner systems architecture.
Code review & quality audits
Performance optimisation
Bug fixing & script maintenance
SpeedController.server.luau
-- Runs every frame, for every player
RunService.Heartbeat:Connect(function()
for _, player in Players:GetPlayers() do
local char = player.Character
if char and char:FindFirstChild("Humanoid") then
char.Humanoid.WalkSpeed = getSpeed(player)
end
end
end)
-- Runs only when a player's speed changes
local function apply(player: Player)
local char = player.Character
local humanoid = char and char:FindFirstChildOfClass("Humanoid")
if humanoid then
humanoid.WalkSpeed = getSpeed(player)
end
end
SpeedChanged.Event:Connect(apply)
Players.PlayerAdded:Connect(function(player)
player.CharacterAdded:Connect(function()
apply(player)
end)
end)
-- The client decides the reward, the server trusts it
GiveCoins.OnServerEvent:Connect(function(player, amount)
player.leaderstats.Coins.Value += amount
end)
-- The server validates every request and rate-limits each player
local Cooldown = 0.5
local MaxDistance = 12
local lastRequest: { [Player]: number } = {}
CollectCoin.OnServerEvent:Connect(function(player: Player, coinId: unknown)
if typeof(coinId) ~= "string" then return end
local now = os.clock()
if now - (lastRequest[player] or 0) < Cooldown then return end
lastRequest[player] = now
local coin = CoinFolder:FindFirstChild(coinId)
local char = player.Character
local root = char and char:FindFirstChild("HumanoidRootPart")
if not (coin and coin:IsA("BasePart") and root) then return end
local distance = (coin.Position - root.Position).Magnitude
if distance > MaxDistance then return end
local value = coin:GetAttribute("Value") or 1
coin:Destroy()
player.leaderstats.Coins.Value += value
end)
Players.PlayerRemoving:Connect(function(player)
lastRequest[player] = nil
end)
-- A write on every change, no retries, data lost on shutdown
Players.PlayerAdded:Connect(function(player)
local coins = player.leaderstats.Coins
coins.Value = store:GetAsync(player.UserId) or 0
coins.Changed:Connect(function(value)
store:SetAsync(player.UserId, value)
end)
end)
-- Cached sessions, batched saves, retries, and a safe shutdown
type Session = { coins: number, dirty: boolean }
local sessions: { [Player]: Session } = {}
local function withRetry<T>(fn: () -> T, tries: number): (boolean, T?)
for attempt = 1, tries do
local ok, result = pcall(fn)
if ok then return true, result end
task.wait(2 ^ attempt)
end
return false, nil
end
local function save(player: Player)
local session = sessions[player]
if not session or not session.dirty then return end
local ok = withRetry(function()
return store:UpdateAsync(player.UserId, function()
return session.coins
end)
end, 3)
if ok then session.dirty = false end
end
Players.PlayerAdded:Connect(function(player)
local ok, saved = withRetry(function()
return store:GetAsync(player.UserId)
end, 3)
if not ok then
player:Kick("We couldn't load your data. Please rejoin.")
return
end
if not player.Parent then return end -- left while loading
local session: Session = { coins = saved or 0, dirty = false }
sessions[player] = session
local coins = player.leaderstats.Coins
coins.Value = session.coins
coins.Changed:Connect(function(value)
session.coins = value
session.dirty = true
end)
end)
Players.PlayerRemoving:Connect(function(player)
save(player)
sessions[player] = nil
end)
task.spawn(function()
while true do
task.wait(60)
for player in sessions do
task.spawn(save, player)
end
end
end)
game:BindToClose(function()
local pending = 0
for player in sessions do
pending += 1
task.spawn(function()
save(player)
pending -= 1
end)
end
while pending > 0 do
task.wait()
end
end)
Replaces a per-frame loop over every player with an update that only runs when something changes.
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