Connecting a game

Open the page, copy one line, paste it in your executor. That is the whole setup.

Open the interface

Go to rbx.lol/netbridge. It generates a room code for you — ten characters, unique to this session.

Copy the loadstring

The page shows a one-line script with your room code already in it:

Luau
loadstring(game:HttpGet("https://rbx.lol/netbridge/client.lua?room=ABCD234XYZ"))()

Run it in your executor

Paste, execute. The client connects outward to the relay and joins your room.

Watch the page go live

The status indicator flips to connected and traffic starts arriving. No port forwarding, no local server, no firewall rules.

The room code#

The code is what pairs your executor with your browser tab, and it is the only thing protecting the session. Ten characters from a 31-character alphabet is roughly 50 bits — not guessable.

But it is a shared secret, so:

Do not paste your room code publicly

Anyone with the code can join your room and see the traffic your game is capturing. Treat it like a password. If you have shared one by accident, reload the page — you get a fresh code and the old room is abandoned.

The alphabet has no 0/O or 1/I/L, so a code can be read aloud or typed by hand without ambiguity.

Reconnecting#

Re-running the loadstring is always safe. If the relay still has an old, dead socket in your room, the new connection replaces it rather than being rejected — which matters because rejoining a Roblox game is the normal way to end up with a stale connection, and waiting out a ghost would be miserable.

The page keeps your room code across reloads, so refreshing the tab does not force you to re-inject.

Connection states#

StateMeaning
WaitingThe page is in the room; the executor has not joined yet
ConnectedBoth sides are present, traffic is flowing
Game disconnectedYour executor dropped — rejoin the game and re-run the loadstring
ReplacedAnother connection took over this room and role

If nothing arrives#

Work down this list:

  1. Did the script error in your executor? Check its console. A missing WebSocket.connect is reported explicitly.
  2. Is capture switched on? Remote and HTTP capture are toggles in the interface. They start off so that connecting does not immediately flood you.
  3. Is the game actually firing remotes? Move your character, open a menu — some games are quiet at the main screen.
  4. Does your executor block outbound WebSockets? Rare, but a few sandbox the API.