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Workshell docs ​

Workshell is self-hosted error tracking, logging, session timelines, performance tracing and exploit detection for Roblox games. It is one Go binary and one SQLite file, running on a server you control.

When a live game breaks, the question is always the same: what happened, to whom, and since which update? Workshell answers it by recording every error with a readable stack trace, every player session from join to leave, and the release each server was running.

Game serverLuau SDKBatches errors, logs, sessions and spans.
Workshellone Go binaryChecks signatures, rate-limits, groups.
SQLiteone fileThe only thing to back up.
Dashboardbrowser or PWALive over server-sent events.

Start here ​

  1. 01Run the serverDocker Compose or a single binary. About five minutes.
  2. 02Install the SDKA ModuleScript in ReplicatedStorage and three lines in a server Script.
  3. 03Tag releasesMap Roblox instance paths back to your Rojo source files and commits.
  4. 04Go livePut Workshell behind HTTPS so Roblox servers can reach it.

What you get without writing code ​

Once Workshell.init runs, the SDK captures:

  • uncaught server errors, and client errors if a LocalScript also requires the module,
  • server output as logs,
  • player sessions with country, account age and membership (and platform, from the client),
  • server health (players, FPS, heartbeat time, memory, ping, network) every 30 seconds,
  • client frame rate, ping and memory,
  • game pass purchases,
  • a final flush when the server shuts down.

Everything else (custom events, traces, detections, metrics) is one call away. See the SDK reference.

Licence ​

Workshell is source available under PolyForm Shield 1.0.0. You can use, modify and self-host it for anything, including commercially, except to offer a product that competes with Workshell. A hosted version is planned; watch the GitHub repository for releases.