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Roblox Ban API: BanAsync, Alt Accounts, Device Blocks

Player:Kick() drops someone from one server. Players:BanAsync() evicts them from every server, keeps them out for as long as you say, and bans their suspected alts by default. Here is every field in the config table, the scope rule that decides whether your unban does anything, the 24-hour device block only one unban path can lift, and why GetBanHistoryAsync fails in Studio.

Published September 30, 2026·13 min read·By Mythras
The Roblox Creator Hub Bans dashboard: an Add users button and a Search User IDs box above a table of three banned users, with columns for Alts banned?, Public reason, Private reason, Banned date and Banned status, and statuses reading 13 days left, 7 hours left and Permanent.

Player:Kick() is not a ban. It drops a player from the one server you called it on, and Roblox's own Ban API launch post describes the Kick API as only able to remove users "temporarily." Building a real ban out of it takes three systems: a list of banned IDs in a DataStore, a check on every PlayerAdded, and a MessagingService broadcast so the other servers find out.

Players:BanAsync() replaces all three with one server call. Per the class reference, "Roblox's backend systems will evict players across all servers from the place(s) that you specify," the ban persists for whatever duration you set, every ban and unban lands in a queryable history, and by default the ban follows the player to their suspected alternate accounts. Since June 2026 it can also block the banned player's desktop device for 24 hours.

It also carries a scope rule that decides whether your unban does anything, a device block that only one of three unban paths can lift, and a history method that fails in Studio. Here is the whole engine API, the Creator Hub dashboard, and the Open Cloud endpoints the engine methods are built on.

The Roblox Creator Hub Bans dashboard: an Add users button and a Search User IDs box above a table of three banned users, with columns for Alts banned?, Public reason, Private reason, Banned date and Banned status, and statuses reading 13 days left, 7 hours left and Permanent.

Kick removes, BanAsync bans

Roblox launched the Ban API on June 25, 2024, and the announcement was direct about the relationship: "All of these features are improvements over the existing Kick API." Kick stays active so old code keeps working, but Roblox recommends new setups do "all of your account actions through the Ban API." The difference, from the two class references and that post:

Player:Kick(message)Players:BanAsync(config)
ReachThe server the player is on"All servers from the place(s) that you specify"
RejoiningTemporary removal only, per Roblox's launch postBlocked for Duration seconds, or permanently with -1
Alternate accountsNot coveredSuspected alts banned by default
HistoryNoneGetBanHistoryAsync() and the Creator Hub dashboard
MessageOptional string you passDisplayReason plus the time left on the ban
From a LocalScriptCan only kick the local playerErrors

Kick still removes someone from a single server. The moment you want a player to stay gone, it is the wrong tool.

Switch on BanningEnabled first

All three ban methods — BanAsync, UnbanAsync and GetBanHistoryAsync — sit behind one property. The reference says Players.BanningEnabled "enables or disables" the three methods that "constitute the ban API," and that it "cannot be set through developer-facing Luau and must be set in Studio through the Players properties window." It is tagged not scriptable, so there is no runtime switch: select Players in the Explorer, tick BanningEnabled in the Properties window, and publish.

The Roblox Studio Explorer with the Players service expanded to a player entry containing Backpack, StarterGear, PlayerGui and PlayerScripts.

The BanAsync config, field by field

BanAsync takes a single dictionary. Four fields are required and three are optional:

FieldRequiredDefaultRule
UserIdsYes—Array of user IDs; maximum size 50
DurationYes—Seconds; -1 is permanent; 0 and all other negative values are invalid
DisplayReasonYes—Shown to the banned player; maximum 400 characters; text-filtered
PrivateReasonYes—Your notes; maximum 1,000 characters; not filtered, never shared with the client
ApplyToUniverseNotruefalse limits the ban to the place that made the call
ExcludeAltAccountsNofalsetrue stops the ban propagating to suspected alts
ApplyDeviceBlockNofalsetrue blocks the banned player's device for 24 hours

Read the defaults column twice. Leave out the three optional fields and you get a universe-wide ban that reaches suspected alts, without a device block. The reference describes PrivateReason notes as ones that "can be considered safe from attackers," which makes it the right place for evidence, the moderator's ID and anything else your escalation logic reads back later.

A ban call you can ship

local Players = game:GetService("Players")

local DAY = 86400

local function banUsers(userIds, days, displayReason, privateReason)
	local config = {
		UserIds = userIds, -- up to 50
		Duration = if days then days * DAY else -1, -- seconds; -1 is permanent
		DisplayReason = displayReason, -- shown to the player, max 400, filtered
		PrivateReason = privateReason, -- your notes, max 1,000, never sent to clients
		ApplyToUniverse = true, -- the default, written out on purpose
	}

	local ok, err = pcall(function()
		Players:BanAsync(config)
	end)
	if not ok then
		warn("BanAsync failed:", err)
	end
	return ok, err
end

Three rules shape that wrapper. The method yields and "invokes an HTTP call to backend services which are subject to throttling and may fail," so it lives inside pcall. It runs on the server only — "client-side calls will result in an error." And a multi-user call does not fail as a unit: the method makes one HTTP call per user ID, then joins the failures into one comma-separated message. Roblox's example for a five-user call where users 2 and 4 failed:

"HTTP failure for UserId 2: Timedout, HTTP 504 (Service unavailable) failure for UserId 4: Service exception"

The reference adds that the message "will always include failure for UserId {} if it is an HTTP error," which makes the failed IDs recoverable:

local function failedUserIds(errorMessage)
	local failed = {}
	for id in string.gmatch(errorMessage, "failure for UserId (%d+)") do
		table.insert(failed, tonumber(id))
	end
	return failed
end

Retry only what comes back from that. If the list is empty, that same rule says the error was not an HTTP failure, so check the config before retrying anything — a Duration of 0, for example, is invalid.

Universe or place: the scope your unban has to match

ApplyToUniverse defaults to true, which extends the ban "to any place within that universe." Set it to false and the ban covers only the place that made the call — with one catch the reference spells out: a place-level ban in the start place "effectively results in the user being excluded from the entirety of the universe" anyway.

The scope matters more on the way out. UnbanAsync takes the same kind of config — UserIds (maximum 50) and ApplyToUniverse — and the reference is explicit that "unbans will only take effect on bans with the same ApplyToUniverse scope." A universe-level unban does not lift a place-level ban, and the reverse is also true. Mix scopes across your codebase and you get a player your own records say you unbanned who still cannot get in.

The dashboard has its own history with this. In a January 29, 2025 update to the Ban API launch post on the DevForum, Roblox said the Creator Hub Bans page listed only universe-level bans, and place-level bans had to be queried through Open Cloud with the place-level resource path. The current Bans documentation does not say either way. The simplest fix is to never find out: pick one scope for your whole game, and pass ApplyToUniverse explicitly in every ban and unban call.

One more UnbanAsync rule worth guarding against: passing a mix of valid and invalid user IDs — any ID that is not a positive number — is "undefined behavior," because "some network requests may succeed before all input is validated." Validate the array before you send it.

Alt accounts are banned unless you opt out

Alt detection shipped with the API, and it is on by default: "the default behavior of this API will propagate all bans from the source account you banned to any of their suspected alternate accounts." ExcludeAltAccounts = true turns that off per call.

The launch FAQ answers the three questions this raises. Unbanning the original account unbans it "and any suspected alternate accounts," while if you unban an alt, Roblox will "only unban that alt." You can see that an account is a suspected alt, but "you will not be able to see a list of usernames of suspected alternate accounts." And Roblox did not oversell the detection — the system is "fine-tuned to minimize false positives, but alt accounts may slip through."

Device blocks: 24 hours, desktop only, one way out

Roblox opened ApplyDeviceBlock to everyone on June 4, 2026, after a beta, pitching it at bad actors who come back "on burner accounts." When you ban a user who is currently connected with the field set to true, "the device associated with that user is also blocked from rejoining for 24 hours." Both the users guide and the June 4 announcement describe the block for a user connected at the moment of the ban, and neither says what it does for an offline user ID, so do not count on it there.

The limits, from the documentation and the launch post:

RuleDetail
Length24 hours; the announcement says this is "while we evaluate how creators use the feature" and that Roblox "may extend" it
PlatformsDesktop only — Windows and macOS. Mobile and console devices are not blocked
Other accountsThe block does not propagate as a ban to other accounts that have used the device
Lifting itOnly UnbanAsync — "unbanning a user through any other method, such as the Open Cloud API or the Creator Hub, will not lift the device block"

That last row is the trap. The Creator Hub Bans page says unbanned users "can immediately access your game again," and it makes no mention of device blocks. If you device-blocked a player and then reversed the ban from the dashboard, the account is clear and the machine may not be. Reverse device-blocked bans with UnbanAsync.

The block is also the device-level tool Roblox actually hands you. Its FAQ on the upcoming scoped user IDs states that tracking players across games "without their consent - whether through fingerprinting, device signals, or any other method - violates Roblox's Terms of Use."

What the banned player sees, and what you may write

A banned player is "immediately evicted" and, on any attempt to rejoin, sees "an error modal displaying the time left on their ban and your DisplayReason." That string is subject to Roblox's text filter (the text filtering guide covers filtering the text your own game displays) and has to follow Roblox's ban-message guidelines:

  • Allowed: pointing players at a platform or brand — Roblox's own examples are "Visit the Discord in my group/game page" and "Message me on Twitter or X."
  • Not allowed: "personal information or direct links," which the guidelines extend to "a specific username or handle, or providing a direct link to a Discord server or X account."

The rules for the ban itself are just as specific. Your game's rules cannot contradict the Community Standards or Terms of Use; you "must clearly state" them "somewhere accessible to all users"; you must apply them fairly rather than "arbitrarily target certain users"; and appeals come to you. Roblox "will not mediate these appeals" unless the player believes your rules or their enforcement break the Community Standards, and Roblox "can moderate a game" when it has reason to believe they do.

Escalate from ban history

Players:GetBanHistoryAsync(userId) "retrieves the ban and unban history of any user within the experience's universe" as a BanHistoryPages object. Each entry is a table:

FieldTypeMeaning
Banbooleantrue for a ban, false for an unban
DurationnumberSeconds; -1 if permanent
StartTimestringWhen the action applied, ISO 8601
DisplayReasonstringWhat the user was shown
PrivateReasonstringYour notes from the ban
PlaceIdnumberThe place the action targeted; -1 for a universe-level action

The reference names escalation as the use case — "the number of bans, the duration of previous bans," or logic built on your PrivateReason notes. A three-strike ladder:

local Players = game:GetService("Players")

local DAY = 86400
local LADDER = { DAY, 7 * DAY } -- first ban: 1 day, second: 7 days, then permanent

local function countPriorBans(userId)
	local ok, pages = pcall(function()
		return Players:GetBanHistoryAsync(userId)
	end)
	if not ok then
		return nil
	end

	local bans = 0
	while true do
		for _, entry in pages:GetCurrentPage() do
			if entry.Ban then
				bans += 1
			end
		end
		if pages.IsFinished then
			break
		end
		local advanced = pcall(function()
			pages:AdvanceToNextPageAsync()
		end)
		if not advanced then
			break
		end
	end
	return bans
end

local function nextDuration(userId)
	local prior = countPriorBans(userId)
	if prior == nil then
		return nil -- history unavailable: decide by hand, don't guess
	end
	return LADDER[prior + 1] or -1
end

Returning nil instead of a default matters here, because this method fails in more places than the other two — covered under testing below. A ladder that treats "could not read history" as "no history" hands a one-day ban to a repeat offender.

A Creator Hub "Ban history for user ID 23022669" modal listing, newest first, a 19-day ban, an unban, and a permanent ban marked "All known alt accounts banned", each with a last-updated date in July 2024.

An admin command that cannot be turned against you

An in-game moderator panel means a RemoteEvent from a client to a server that holds the power to ban anyone. The Kick reference already states the principle: "You should only allow specific users whom you trust to trigger this method on other users." For a ban, that check has to happen on the server, on every call:

local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local banRequest = ReplicatedStorage:WaitForChild("BanRequest")

-- The UserIds your own servers report for your moderators
local MODERATORS = {
	[000000000] = true,
}

-- Fixed, pre-written reasons: the client picks a key, never the text
local REASONS = {
	exploiting = "Banned for exploiting. To appeal, see the Discord on our group page.",
	harassment = "Banned for harassing other players. To appeal, see our group page.",
}

banRequest.OnServerEvent:Connect(function(moderator, targetUserId, reasonKey)
	if not MODERATORS[moderator.UserId] then
		return
	end
	if typeof(targetUserId) ~= "number" or targetUserId <= 0 or targetUserId % 1 ~= 0 then
		return
	end
	local displayReason = REASONS[reasonKey]
	if not displayReason then
		return
	end

	local ok, err = pcall(function()
		Players:BanAsync({
			UserIds = { targetUserId },
			Duration = 7 * 86400,
			DisplayReason = displayReason,
			PrivateReason = "Banned by moderator " .. moderator.UserId .. " via in-game panel",
			ApplyToUniverse = true,
		})
	end)
	if not ok then
		warn("Ban failed:", err)
	end
end)

The reason keys do two jobs. They stop a compromised or spoofed client from writing arbitrary text into a ban message shown to another player, and they keep every DisplayReason inside the message guidelines because you wrote them all in advance. The PrivateReason records who issued the ban, which is exactly what you want in the history when an appeal arrives.

Testing: what Studio will and will not do

The three methods behave differently outside a live server, and the differences are documented:

MethodStudio, Team Create, Team TestLive serverClient
BanAsyncCallable, but "the bans will not apply to production"AppliesErrors
UnbanAsyncInput validation runs; no ban requests are attemptedAppliesErrors
GetBanHistoryAsyncFails — it "will only succeed on production servers and not on client devices or in Studio"WorksFails

So the escalation ladder above cannot be exercised in a playtest at all, which is the practical reason it returns nil rather than guessing. Test the ladder's arithmetic with a stubbed history, and test the real call in a published place against a spare account. Set ExcludeAltAccounts = true on any test ban: propagation runs from the banned account to its suspected alts, and the launch FAQ says creators cannot see a list of which accounts those are.

Banning from outside the game

The dashboard. Every game on the Creator Hub has a Bans page under Moderation, open to the game owner or to group members with the "Configure bans for all group games" permission. Add users takes numeric user IDs — comma-separated for several — a checkbox to "apply ban to all known alt accounts," a duration, and public and private reasons, the same pair BanAsync calls DisplayReason and PrivateReason. Roblox's 2024 dashboard announcement put the batch limit at 50 users per submission, matching BanAsync. See ban history under the More column shows the per-user timeline, and Unban users does what it says without removing the history. The dashboard documentation lists no device-block option.

The Creator Hub Add Users to Ban form with three user IDs entered, a checked "Apply ban to all known alt accounts" box, a custom duration of 3 days, a public ban reason reading "Do not exploit this bug!" and a private reason reading "Exploited Bug #17", above an Apply ban button.

Open Cloud. Both BanAsync and UnbanAsync are built on the User Restrictions Open Cloud API, so a Discord bot or an external moderation tool can manage the same bans. Restrictions live at a universe path (universes/{universe_id}/user-restrictions/...) or a place path, need the universe.user-restriction:read or :write scope, and carry the same 400- and 1,000-character reason limits. Two details differ from the engine call. Duration is omitted for a permanent ban rather than set to -1, and when given must fall between 1 second and 315,576,000,000 seconds — 10,000 years. And the gameJoinRestriction object "must be updated atomically": field masks that index into it are not supported.

The per-universe rate limits, from the Open Cloud reference:

OperationLimit
Get User Restriction50 requests per second
List User Restrictions50 requests per second
Update User Restriction10 requests per second, and 2 per minute for the same user
List User Restriction Logs50 requests per second

On top of those sit 150 requests per second per API key owner and 30 per second per OAuth2 authorization. The logs endpoint accepts a small filter — user and place, with == and && — for pulling one player's record. A game server can call these too, through the Open Cloud lane and secrets store covered in the HttpService guide.

Scoped user IDs and shared ban lists

Everything above keys on user IDs, and Roblox has announced a change to what a user ID is. Its June 10, 2026 DevForum post introduced scoped user IDs: each player gets "a unique User ID for each game that they visit," but only in games they first visit after the rollout — "Returning users to a game they've already played will continue to be referenced by their Global User ID." Within one game every ID stays unique; across games, "the same number can refer to different users."

That breaks one moderation pattern by design. A June 10 update posted at the top of the announcement says that for groups of games sharing ban lists, "this will be impacted," and promised "Ban API improvements to facilitate cross-game sharing of ban lists" before the broader rollout, then planned for October 2026. The most recent update there, dated September 1, 2026, says Roblox has "heard clearly" about "concerns with the implementation and its impact on moderation," and that it will "share full details on the updated solution and timeline in October."

What that means today:

  • A single game with its own bans — the case this guide covers — sits outside the two cases Roblox flagged, cross-game player journeys and shared ban lists. For the rest, the same June 10 update said the "vast majority of games" would see minimal impact and need no code updates. BanAsync and the dashboard already work per universe.
  • Several games sharing one ID list should hold off on building anything new around cross-game IDs until Roblox publishes the October details. Under the plan it published in June, a player banned in one of your games would arrive in another under a different ID if that visit is their first after the rollout.
  • The User type is here now. Player.User exists, and Roblox's users documentation says engine APIs that take a user ID also accept a User value. The BanAsync reference still documents UserIds as an array of user IDs, so pass player.UserId there until that changes.

Quick Action Checklist

  • Tick Players.BanningEnabled in Studio's Properties window — no script can turn the ban API on.
  • Call BanAsync from a server Script, inside pcall; client calls error.
  • Supply all four required fields: UserIds (max 50), Duration in seconds (-1 permanent), DisplayReason (max 400, filtered) and PrivateReason (max 1,000, never shown to the player).
  • Remember the defaults: universe-wide, alts included, no device block.
  • On a multi-user failure, pull the failed IDs out of the failure for UserId messages and retry only those.
  • Pick one ApplyToUniverse scope for the whole game and pass it explicitly — unbans only lift bans of the same scope.
  • Use ApplyDeviceBlock = true on connected desktop players for a 24-hour device block, and reverse those bans with UnbanAsync, never the dashboard or Open Cloud.
  • Keep ban messages free of usernames, handles and direct links; "the Discord on our group page" is fine.
  • Post your game rules somewhere every player can see them, and answer appeals yourself.
  • Build escalation on GetBanHistoryAsync, treat a failed read as unknown, and test it on a live server — it fails in Studio.
  • Gate any ban remote with a server-side moderator check and fixed reason keys.
  • If you share a ban list across several games, wait for Roblox's October scoped-ID details before building more on raw user IDs.

Frequently Asked Questions

How do you ban someone from your Roblox game?
Enable Players.BanningEnabled in Roblox Studio's Properties window, then call Players:BanAsync() from a server Script with a config table containing UserIds (up to 50), Duration in seconds (-1 for permanent), a DisplayReason shown to the player (up to 400 characters, text-filtered) and a PrivateReason for your records (up to 1,000 characters). The player is evicted from every server of the places you specify and cannot rejoin until the ban expires. You can also ban by user ID from the Bans page under Moderation on the Creator Hub, or through the User Restrictions Open Cloud API.
What is the difference between Kick and BanAsync in Roblox?
Player:Kick() disconnects a player from the one server it runs on, with an optional message, and Roblox's Ban API launch post describes it as only able to remove users temporarily. Players:BanAsync() evicts the player from all servers of the places you specify, blocks them from rejoining for a set duration or permanently, bans their suspected alternate accounts by default, and records the action in a ban history you can query with GetBanHistoryAsync(). Roblox recommends the Ban API for new moderation setups.
Does the Roblox Ban API ban alt accounts?
Yes, by default. Players:BanAsync() propagates a ban to the banned user's suspected alternate accounts unless you set ExcludeAltAccounts to true. Per Roblox's launch FAQ, unbanning the original account also unbans its suspected alts, while unbanning an alt unbans only that alt. Creators can see that an account is a suspected alt but not a list of the alts, and Roblox says the detection is tuned to minimize false positives, so some alts may slip through.
How long does a Roblox Ban API device block last?
24 hours. Setting ApplyDeviceBlock to true in Players:BanAsync() blocks the device of a banned user who is currently connected from rejoining the game for 24 hours; Roblox says it may extend that length in future. The block applies only to desktop players on Windows and macOS, not mobile or console, and it does not ban other accounts that have used the device. Only Players:UnbanAsync() lifts it — unbanning through the Creator Hub or the Open Cloud API does not.
Why doesn't my Roblox unban work?
Check two things Roblox documents. The first is a scope mismatch: Players:UnbanAsync() only takes effect on bans with the same ApplyToUniverse setting, so a universe-level unban does not lift a place-level ban and a place-level unban does not lift a universe-level ban. The second is a device block: if the original ban used ApplyDeviceBlock, unbanning from the Creator Hub or via Open Cloud clears the account but not the 24-hour device block, which only UnbanAsync removes.
Why does GetBanHistoryAsync fail in Roblox Studio?
Roblox documents that Players:GetBanHistoryAsync() only succeeds on production servers, not on client devices or in Studio, so it fails during playtests. BanAsync can be called in Studio, Team Create and Team Test, but those bans do not apply to production, and UnbanAsync runs its input validation in Studio without sending ban requests. Test ban-history logic against a published place.
Can I manage Roblox game bans from a Discord bot or external tool?
Yes. BanAsync and UnbanAsync are built on Roblox's User Restrictions Open Cloud API, which an external tool can call with an API key holding the universe.user-restriction read or write scope. It supports universe-level and place-level restrictions, a List User Restriction Logs endpoint, and per-universe rate limits of 50 requests per second for reads, 10 per second for updates, and no more than 2 updates per minute for the same user. Permanent bans omit the duration field; timed bans run from 1 second to 315,576,000,000 seconds.

Keep Reading

Sources & Further Reading
Last updated September 30, 2026.

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