How to build a simple roblox fall damage script

If you're looking to add a bit of realism to your experience, setting up a roblox fall damage script is one of those small touches that makes a massive difference. By default, Roblox characters are essentially superheroes; they can leap off the tallest skyscraper in a city map, land on their feet, and walk away without losing a single point of health. While that's fine for some casual hangouts, it totally breaks the tension in survival games, shooters, or hardcore platformers.

Building your own script isn't as intimidating as it sounds. You don't need to be a professional software engineer to get this working. It's mostly about telling the game to pay attention to how fast a player is moving downward and then deciding how much health to take away once they hit a solid surface.

Why you need a custom script

You might wonder why Roblox doesn't just have this built-in. Well, the engine is designed to be as flexible as possible. Some creators want a low-gravity moon base where falling doesn't hurt, while others want a gritty simulation where a ten-foot drop breaks a leg. By using a roblox fall damage script, you get total control over those variables.

Think about the "vibe" of your game. If you're making a high-speed parkour game, maybe you only want fall damage to kick in if the player really messes up. If it's a horror game, you might want even small falls to be punishing to keep the player on edge. Having a custom script lets you fine-tune that "ouch" factor to match your gameplay.

The logic behind the fall

Before you start typing out lines of code, it helps to understand what's actually happening under the hood. There are a couple of ways to track a fall. Some people try to measure the distance from the highest point to the lowest point. That works okay, but it gets buggy if the player is sliding down a steep hill or if they're jumping between moving platforms.

The more reliable way to handle a roblox fall damage script is to look at the player's velocity. Specifically, you want to see how fast they are moving vertically at the exact moment their state changes from "Falling" to "Landed." If that downward speed is higher than a certain threshold, you apply damage. This method is much cleaner because it accounts for things like gravity changes or players being launched downward by explosions.

Setting up the basic script

To get started, you'll want to put a script inside StarterCharacterScripts. This ensures that every time a player spawns, they get the logic assigned to them automatically.

Here is a basic way to think about the code: we need to listen for the StateChanged event on the Humanoid. This event is a lifesaver because it tells us exactly what the character is doing—running, jumping, swimming, or falling.

When the state changes to Landed, we check how fast the character was moving. If the velocity was, say, more than 50 studs per second, we subtract some health. It's a simple "if this, then that" scenario. You can set a "minimum velocity" variable so that a tiny hop doesn't accidentally kill the player. Nobody likes dying because they tripped over a curb.

Making it feel right

A roblox fall damage script that just snaps the health bar down feels a bit cheap. To make it feel "human" and polished, you should add some feedback.

Sound effects are your best friend here. A heavy "thud" or a "crunch" sound when the player hits the ground makes the impact feel heavy. You can use the Play() function on a sound object right inside the same script.

You should also consider adding a slight screen shake. A tiny bit of camera movement tells the player's brain, "Hey, that hurt!" without you needing to write a massive amount of extra code. It's these tiny layers that turn a boring script into a professional-feeling game mechanic.

Balancing the damage math

One of the biggest mistakes I see is making fall damage too linear. If you just say "Damage = Velocity," the player might survive a huge fall with 1 HP or die from a medium fall unexpectedly.

Instead, try using a multiplier. You could say that any velocity over 60 starts dealing damage, and for every point over 60, the damage increases exponentially. This creates a "danger zone" where players know they can survive a short drop, but they'll be terrified of truly high ledges.

Testing is key here. Jump off things. A lot. See what feels fair. If you find yourself getting frustrated by the damage while testing your own map, your players definitely will too.

Handling edge cases

Programming is mostly about handling the "what ifs." What if the player is in a vehicle? What if they have a double-jump power-up? What if they hit a slanted roof?

A common issue with a roblox fall damage script is the "sliding" problem. Sometimes a player slides down a steep mountain. Technically, they are "falling" for a long time, but they aren't falling fast. If your script only checks for the fall state, they might take massive damage when they finally hit flat ground. By checking the vertical velocity specifically (the Y-axis), you avoid punishing players for just sliding down a hill.

Also, consider "ragdolling." If you want to get really fancy, instead of just taking health away, you could disable the player's controls for a second and turn them into a ragdoll if the fall was particularly bad. It adds a layer of physical comedy and consequence that fits the Roblox aesthetic perfectly.

Server-side vs. Client-side

This is a bit of a technical fork in the road. If you put your roblox fall damage script entirely on the client (the player's computer), it will feel very responsive. There won't be any lag between hitting the ground and seeing the health drop. However, it's easier for exploiters to mess with.

If you put it on the server, it's much more secure, but if a player has a high ping, they might hit the ground and then die half a second later, which feels "janky." Most devs find a middle ground—calculating the hit on the client but having the server actually verify and subtract the health. For a casual game, though, a simple server-side script is usually the easiest way to keep things consistent for everyone.

Adding visual flair

If you really want to go the extra mile, you can trigger particle effects at the point of impact. A little puff of dust or some flying gray bits (to represent stone or concrete) makes the landing feel grounded.

You can use the Raycast function to detect what kind of material the player landed on. If they land on grass, play a leafy sound and show green particles. If they land on metal, play a "clang" and show some sparks. It sounds like a lot of work, but once you have the basic roblox fall damage script logic down, adding these conditional checks is pretty straightforward.

Final thoughts on implementation

Don't feel like you have to get it perfect on the first try. Start with a script that just prints "Landed!" in the output window. Once that works, make it take away 10 health. Then, make it scale with speed.

The beauty of a roblox fall damage script is that it's a living part of your game design. As you build more levels, you might realize your gravity is different or your players move faster than average. You can always go back into the variables and tweak the numbers.

At the end of the day, fall damage is about teaching the player about the limits of your world. It encourages them to be careful, to look for stairs, and to value their character's life. It might seem like a small script, but it changes the way people play your game entirely. So, dive into Studio, mess around with some velocity checks, and see how much weight you can add to your player's footsteps.