Roblox is giving experience creators a new way to assess the devices players use when they join a game. The Device Trust API, announced on October 27, 2026, lets developers receive a device-trust result and decide whether to use it for matchmaking, sensitive features, or access rules. It is a new security signal—not an automatic ban system, and not proof that a particular player is cheating.
Quick answer: Roblox's Device Trust API uses hardware and software integrity signals to estimate whether a player's device and Roblox client can be trusted. Developers read the result through Player.DeviceTrustLevel or handle it with IntegrityService.EvaluatePlayerDeviceTrust. They can use the result to separate ranked and casual play, protect trading, or reject a device, but Roblox leaves that policy decision to each experience.
What is the Roblox Device Trust API?
The Device Trust API is an optional layer of protection that evaluates a device as a player joins an experience. Roblox says the checks look for signs that the device is a real physical device, that its operating system has not been tampered with, and that the Roblox app has not been modified. The company does not publish the exact signals it evaluates, which helps avoid giving cheat developers a checklist for bypassing the system.
The API is exposed through two main pieces: the IntegrityService.EvaluatePlayerDeviceTrust callback and the Player.DeviceTrustLevel property. The callback lets a server-side script make a decision after a trust result is ready. The property lets a server inspect the result later when a player tries to use a feature such as ranked matchmaking or trading.
That distinction is important. Roblox does not automatically kick, ban, or restrict a player just because a device receives a particular trust level. The experience developer chooses what to do. The API supplies a signal; the game's server-side policy turns that signal into an action.
What the five device-trust states mean
The current Creator Hub documentation describes five states. Pending is the initial state while Roblox is still checking. The other four describe the available result:
- Pending: The check has not finished. Every player starts here, and a session can remain Pending if Roblox cannot complete the check.
- Unknown: Roblox cannot determine trust, commonly because the platform is not supported or an error occurred. Unknown does not mean the player is cheating.
- None: The device failed the check, or the platform does not provide signals Roblox can use to verify it.
- Standard: The device passed some checks, but Roblox cannot guarantee the full authenticity of all signals.
- Full: The device passed every check used for the assessment.
Creators should avoid treating these labels as a simple numeric ranking. Roblox specifically warns that comparing trust levels by their numeric values can produce incorrect decisions. Use explicit allow-lists for the levels that a feature accepts, and decide deliberately how Unknown should behave.
Which platforms are supported?
Roblox's current Device Trust documentation lists Android, Chromebook, and Meta Quest as supported platforms. A device on one of those platforms can receive None, Standard, or Full, depending on the checks it can pass and the hardware available.
The same documentation says web browsers cannot currently be verified and report None. iOS, macOS, Windows, Xbox, and PlayStation are listed as coming soon and report Unknown until support arrives. This is a detail that matters for player access: a browser player receiving None is not necessarily a person using cheats. The platform itself may simply lack the signals Roblox needs.
Hardware differences also matter within supported platforms. Roblox says some older or lower-end Android devices cannot reach Standard or Full even when the owner is playing legitimately. A developer who blocks every None or Unknown result could therefore exclude real players who have done nothing wrong.
How creators can use Device Trust in a Roblox game
Roblox describes three broad approaches: route players into different servers or places, restrict selected features, or reject players from an experience. The least disruptive approach is usually to protect the high-risk activity rather than the entire game.
Separate ranked and casual matchmaking
A competitive shooter or fighting game could reserve ranked queues for Standard and Full devices while allowing Unknown and None devices into casual matches. That makes the competitive environment harder to manipulate without making the entire experience unavailable to players on unsupported platforms.
Protect trading and valuable items
An experience with tradable pets, collectibles, or other valuable inventory could require an accepted trust level before a trade is completed. The server should check both participants when the trade is requested, not merely hide a trade button on the client. Client-side interface changes are not a security boundary because an exploiter controls their own client.
Limit automated reward farming
Games with leaderboards, AFK rewards, or time-based payouts may use device trust as one input when deciding where to place players or which rewards to allow. It should not be the only signal. A legitimate player on an older device should not automatically be treated as a bot, and a trusted device does not prove that every action performed on it is fair.
How to implement the API safely
Roblox says the safest place to read the trust result is the server. The API's callback runs on the server after the trust level becomes available. If a game needs to update its interface, the server can tell the client which features are available through a RemoteEvent or RemoteFunction, but the server must still validate the action when it happens.
Do not make a final decision in Players.PlayerAdded based on the trust level: the check usually has not finished at that point. Roblox recommends using IntegrityService.EvaluatePlayerDeviceTrust for an accept-or-reject decision, or reading Player.DeviceTrustLevel later when a sensitive action is requested. The callback can run after the player has started playing, so a rejection may happen after they enter the server.
Studio testing needs a separate path. Roblox says device checks do not run in Studio, so the trust level stays Pending and the callback does not run during ordinary playtests. Developers should isolate their policy in a function that can be tested with sample trust levels, and avoid accidentally locking all Studio testers out of gated features.
Why a low trust result does not prove cheating
This is the most important qualification for developers. Device Trust describes the device, not the player's identity or intent. Roblox's documentation explicitly says the result does not tell a creator whether a player is cheating. It estimates how difficult it may be to cheat on that device based on the available signals.
There are several ways a legitimate player can receive a low or inconclusive result. The device may be too old to support the required hardware checks, its operating system may need an update, the Roblox app may have been modified, or the player may be using a platform Roblox cannot currently verify. For example, the current documentation lists web browsers as None and several major platforms as Unknown.
That means the phrase “fewer fake accounts” needs care. Device Trust is not an account-age check, an alternate-account detector, or a proof-of-identity system. It can make some forms of device-based abuse harder and give creators another signal for risk-based decisions, but it does not identify every fake account or stop every cheater.
What Device Trust cannot replace
Roblox describes Device Trust as one layer in a broader security strategy. It does not fix insecure game code. If a server trusts a player's client to report its own score, position, currency balance, or hit registration, an exploiter may still abuse that weakness even when the device receives Full.
Creators should continue validating important actions on the server, rate-limiting sensitive requests, checking ownership before transfers, and designing RemoteEvents so clients cannot grant themselves rewards. Device Trust can raise the cost of some attacks, but it is not a replacement for server-authoritative game logic or careful abuse monitoring.
A practical rollout plan for Roblox developers
- Measure your audience first. Review the Safety section's Anti-cheat page in Creator Hub to understand how your daily active users, playtime, and revenue are distributed across trust levels on supported platforms.
- Start with one sensitive feature. Test the policy on ranked matchmaking or trading before applying it to the entire experience.
- Decide what Unknown means. Do not silently equate Unknown with None. Choose a policy that reflects the risk of the feature and the platforms your players use.
- Keep casual access open where possible. Offer a casual server or alternate route to players who cannot meet a ranked device requirement.
- Check the decision on the server. Never rely only on a client-side button, local variable, or client-reported trust value.
- Monitor player impact. Watch support requests, join failures, trade attempts, and matchmaking outcomes after rollout. Adjust the policy if legitimate players are being blocked.
What Roblox has announced next
In its October 27 announcement, Roblox said it plans to expand Device Trust to more platforms and develop no-code approaches for common creator use cases, such as matchmaking and restricting access to places. The company also said it is working on clearer guidance for players whose devices can be fixed. These are plans, not features that every creator should assume are already available.
For creators building AI-assisted or more advanced experiences, our guides to the Prompt-to-Avatar beta and Scene Generation beta cover other recent Studio tools. For device security, the official Roblox Creator Hub Device Trust documentation remains the place to check implementation details as the rollout changes.
Frequently asked questions
Does Roblox Device Trust automatically ban suspicious players?
No. Roblox provides the device-trust result, but each experience developer decides how to respond. A game can route players to different servers, restrict a sensitive feature, or reject a player through server-side code. The API does not automatically issue a Roblox account ban.
Does a None trust level mean the player is a cheater?
No. None means the device failed the check or Roblox cannot verify that platform with the available signals. The current documentation says web browsers report None because they cannot be verified, so creators should not treat the label as proof of cheating.
What is the difference between Unknown and None?
Unknown means Roblox cannot determine the device's trust status, often because the platform is not supported or an error occurred. None means the check failed or the platform does not provide usable verification signals. Roblox recommends deciding how to handle each state instead of treating them as interchangeable.
Can creators use Device Trust to protect trading?
Yes. A developer can check the trust level on the server when a trade is requested and require an accepted level for both players. The server must still validate item ownership and complete the transfer securely; hiding the trade interface on the client is not enough.
Which platforms currently support Device Trust?
The current Creator Hub documentation lists Android, Chromebook, and Meta Quest as supported. Web browsers report None because they cannot be verified. iOS, macOS, Windows, Xbox, and PlayStation are listed as coming soon and report Unknown until supported.
Does Device Trust stop every exploit?
No. Roblox describes it as an additional security layer, not a complete anti-cheat solution. Developers must still validate scores, movement, currency, hit registration, trades, and other important game actions on the server.
Official sources and reporting note
Roblox announced the API in its October 27, 2026 Developer Forum post. The current Creator Hub documentation explains trust states, platform support, implementation guidance, and limitations. This article distinguishes the announced launch from platform availability shown in the current documentation; support can change as Roblox expands the rollout.
Author: Shivam Das





