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Blood Debt scripts – NO KEY (April 2026)

blood debt scripts - no key

Script Views: 2 445

LAST UPDATE: 4/12/2026

Step into the shadows of 1999 in Blood Debt. This script gives you the ultimate edge with Camlock, Aimbot, and a Hitbox Expander for lethal precision. Use Role and Tool ESP to track everyone and everything, teleport to any dropped gun, and interact instantly. Enforce your will or survive the hunt. Pay your debt in blood.

Game link: Blood Debt

Видео

Table of Contents


    List of working Blood Debt scripts:

    KEYLESS Blood Debt script – (Whatares hub)


    Script functions:

    • Camlock – Locks your camera onto targets for precise tracking.
    • Wall Check – Highlights enemies visible through walls for pre-aiming.
    • Aimbot – Automatically aims your weapon at enemy players.
    • Hitbox Expander – Increases the size of enemy hitboxes for easier shots.
    • Role ESP – Reveals the role of every player (Enforcer/Target).
    • Tool ESP – Shows the location of key items and weapons through walls.
    • Instant Proximity Prompts – Removes interaction delays for looting and actions.
    • Teleport to Dropped Gun – Warps directly to any weapon dropped on the map.
    NO KEY
    loadstring(game:HttpGet('https://raw.githubusercontent.com/Whatares/bd/refs/heads/main/esp%2Bsilentaim'))()

    Rob Hub

    KEY SYSTEM
    loadstring(game:HttpGet('https://raw.githubusercontent.com/artas01/robscript/refs/heads/main/loader.lua'))()

    1# Silent Aim

    NO KEY
    getgenv().HitChance = 100 -- if you wanna play "legit" set its value to something you like
    getgenv().wallcheck = false -- if you hate yourself enable this 🙂
    getgenv().TargetParts = { "Head", "Torso" } -- self explanatory
    getgenv().radius = 500 -- FOV SIZE, set to any number you like
    loadstring(game:HttpGet("https://raw.githubusercontent.com/RelkzzRebranded/BloodDebtIsGay/refs/heads/main/loader.lua"))()

    2# Silent Aim

    NO KEY
    loadstring(game:HttpGet("https://raw.githubusercontent.com/RelkzzRebranded/BloodDebtIsGay/refs/heads/main/loader.lua"))()
    getgenv().wallcheck = false -- if you hate yourself enable this 🙂
    getgenv().TargetParts = { "Head", "Torso" } -- self explanatory
    getgenv().radius = 500 -- FOV SIZE, set to any number you like
    loadstring(game:HttpGet("https://raw.githubusercontent.com/RelkzzRebranded/BloodDebtIsGay/refs/heads/main/loader.lua"))()

    3# Silent Aim

    NO KEY
    --[[
        Enhanced Aimbot System
        - Improved error handling and validation
        - Better performance with caching
        - Cleaner code structure
        - Enhanced visual feedback system
        - Optimized target acquisition
        - Multi-threading support with fallback
    --]]
    
    
    -- REWRITTEN BY DSARC, ASSISTED BY CLAUDE, ORIGNAL BY ALCO
    -- ============================================================================
    -- CONFIGURATION
    -- ============================================================================
    
    local Config = {
        HitChance = 100,          -- Hit probability percentage (0-100)
        WallCheck = false,        -- Enable line-of-sight verification
        TargetParts = {"Head", "Torso"}, -- Body parts to target
        FOVRadius = 200,          -- Field of view radius in pixels
        MaxIndicators = 2,        -- Maximum hit indicator parts
        IndicatorLifetime = 0.05, -- How long indicators stay visible
        IndicatorSize = 0.5,      -- Size of hit indicators
        CircleThickness = 2,      -- FOV circle thickness
        CircleSides = 60,         -- FOV circle smoothness
        HighlightTarget = true,   -- Enable target player highlighting
        HighlightColor = Color3.new(1, 0, 0), -- Highlight color (red)
        HighlightTransparency = 0.5, -- Highlight fill transparency
    }
    
    -- Apply global config if exists
    if getgenv().HitChance then Config.HitChance = getgenv().HitChance end
    if getgenv().wallcheck ~= nil then Config.WallCheck = getgenv().wallcheck end
    if getgenv().TargetParts then Config.TargetParts = getgenv().TargetParts end
    if getgenv().radius then Config.FOVRadius = getgenv().radius end
    if getgenv().HighlightTarget ~= nil then Config.HighlightTarget = getgenv().HighlightTarget end
    
    -- ============================================================================
    -- EXECUTOR COMPATIBILITY CHECK
    -- ============================================================================
    
    local function checkExecutorCompatibility()
        local success, executorName, version = pcall(identifyexecutor)
        if not success then return true end
        
        executorName = (executorName and executorName:upper()) or ""
        local blocked = {"XENO", "SOLARA"}
        
        for _, name in ipairs(blocked) do
            if executorName:find(name) then
                game.Players.LocalPlayer:Kick("Unsupported executor. Please use an alternative.")
                return false
            end
        end
        return true
    end
    
    if not checkExecutorCompatibility() then
        while true do task.wait(9e9) end
    end
    
    -- ============================================================================
    -- EXECUTOR GLOBALS & THREADING
    -- ============================================================================
    
    local function getExecutorGlobal(...)
        for _, name in ipairs({...}) do
            local value = rawget(_G, name)
            if value then return value end
        end
        return nil
    end
    
    local run = getExecutorGlobal("run_on_actor", "run_on_thread")
    local availableActors = getExecutorGlobal("getactors", "getactorthreads")
    
    local function checkFFlag(name, expectedValue)
        local success, result = pcall(getfflag, name)
        if not success then return false end
        
        if type(expectedValue) == "boolean" then
            return result == expectedValue
        end
        return tostring(result) == tostring(expectedValue)
    end
    
    -- ============================================================================
    -- SCRIPT GENERATOR (For Thread Execution)
    -- ============================================================================
    
    local function generateScript()
        local targetPartsString = ""
        for i, part in ipairs(Config.TargetParts) do
            if i > 1 then
                targetPartsString = targetPartsString .. ", "
            end
            targetPartsString = targetPartsString .. '"' .. part .. '"'
        end
        
        return string.format([=[
    -- Thread-safe aimbot initialization
    getgenv().HitChance = %d
    getgenv().wallcheck = %s
    getgenv().TargetParts = { %s }
    getgenv().radius = %d
    getgenv().HighlightTarget = %s
    
    local _HitChance = getgenv().HitChance
    local _wallcheck = getgenv().wallcheck
    local _TargetParts = getgenv().TargetParts
    local _radius = getgenv().radius
    local _HighlightTarget = getgenv().HighlightTarget
    
    -- Services
    local Players = cloneref(game:GetService("Players"))
    local RunService = cloneref(game:GetService("RunService"))
    local ReplicatedStorage = cloneref(game:GetService("ReplicatedStorage"))
    local Workspace = game:GetService("Workspace")
    local LocalPlayer = Players.LocalPlayer
    
    -- Game-specific modules
    local Gun_utls = ReplicatedStorage:WaitForChild("gun_res", 30)
    local gun_lib = Gun_utls:WaitForChild("lib", 30)
    local projectileHandlerMod = gun_lib:WaitForChild("projectileHandler", 30)
    local FastCast = require(projectileHandlerMod:WaitForChild("FastCastRedux", 30))
    local Camera = Workspace.CurrentCamera
    
    -- Bin cleanup system
    local Bin = {}
    Bin.__index = Bin
    
    function Bin.new()
        return setmetatable({head = nil, tail = nil}, Bin)
    end
    
    function Bin:add(item)
        local node = {item = item, next = nil}
        if not self.head then self.head = node end
        if self.tail then self.tail.next = node end
        self.tail = node
        return item
    end
    
    function Bin:batch(...)
        for _, item in ipairs({...}) do self:add(item) end
    end
    
    function Bin:destroy()
        while self.head do
            local item = self.head.item
            if type(item) == "function" then
                item()
            elseif typeof(item) == "RBXScriptConnection" then
                item:Disconnect()
            elseif type(item) == "thread" then
                task.cancel(item)
            elseif type(item) == "table" and (item.destroy or item.Destroy) then
                (item.destroy or item.Destroy)(item)
            end
            self.head = self.head.next
        end
        self.tail = nil
    end
    
    -- Base Component
    local BaseComponent = {}
    BaseComponent.__index = BaseComponent
    
    function BaseComponent.new(instance)
        local self = setmetatable({}, BaseComponent)
        self.instance = instance
        self.bin = Bin.new()
        return self
    end
    
    function BaseComponent:destroy()
        self.bin:destroy()
    end
    
    -- Rig Component
    local RigComponent = setmetatable({}, {__index = BaseComponent})
    RigComponent.__index = RigComponent
    
    function RigComponent.new(instance)
        local self = setmetatable(BaseComponent.new(instance), RigComponent)
        
        self.root = instance:WaitForChild("HumanoidRootPart", 5)
        self.head = instance:WaitForChild("Head", 5)
        self.humanoid = instance:WaitForChild("Humanoid", 5)
        
        if not (self.root and self.head and self.humanoid) then
            error("Failed to initialize rig components")
        end
        
        self.bin:batch(
            self.humanoid.Died:Connect(function() self:destroy() end),
            instance.Destroying:Connect(function() self:destroy() end)
        )
        
        return self
    end
    
    -- Character Component
    local CharacterComponent = setmetatable({}, {__index = RigComponent})
    CharacterComponent.__index = CharacterComponent
    CharacterComponent.active = {}
    
    function CharacterComponent.new(instance)
        return setmetatable(RigComponent.new(instance), CharacterComponent)
    end
    
    -- Player Component
    local PlayerComponent = setmetatable({}, {__index = BaseComponent})
    PlayerComponent.__index = PlayerComponent
    PlayerComponent.active = {}
    
    function PlayerComponent.new(instance)
        local self = setmetatable(BaseComponent.new(instance), PlayerComponent)
        self.name = instance.Name
        self.character = nil
        
        if instance.Character then
            task.spawn(function() self:onCharacterAdded(instance.Character) end)
        end
        
        self.bin:batch(
            instance.CharacterAdded:Connect(function(char) self:onCharacterAdded(char) end),
            instance.CharacterRemoving:Connect(function() self:onCharacterRemoving() end)
        )
        
        self.bin:add(function()
            PlayerComponent.active[instance] = nil
        end)
        
        PlayerComponent.active[instance] = self
        return self
    end
    
    function PlayerComponent:onCharacterAdded(character)
        if self.character then self.character:destroy() end
        self.character = CharacterComponent.new(character)
    end
    
    function PlayerComponent:onCharacterRemoving()
        if self.character then self.character:destroy() end
        self.character = nil
    end
    
    -- Component Controller
    local ComponentController = {}
    local rayParams
    
    local function getRandomPart(character)
        local parts = {}
        for _, partName in ipairs(_TargetParts) do
            local part = character.instance:FindFirstChild(partName)
            if part then table.insert(parts, part) end
        end
        
        if #parts == 0 then return nil end
        return parts[Random.new():NextInteger(1, #parts)]
    end
    
    function ComponentController.getTarget()
        local viewportSize = Camera.ViewportSize
        local screenCenter = Vector2.new(viewportSize.X / 2, viewportSize.Y / 2)
        local bestTarget, bestPart, bestWeight = nil, nil, -math.huge
        
        for _, component in pairs(PlayerComponent.active) do
            local character = component.character
            if not character then continue end
            
            local targetPart = getRandomPart(character)
            if not targetPart then continue end
            
            local position = character.root.Position
            local viewportPoint = Camera:WorldToViewportPoint(position)
            if viewportPoint.Z < 0 then continue end
            
            if _wallcheck then
                local origin = Camera.CFrame.Position
                rayParams.FilterDescendantsInstances = {character.instance, LocalPlayer.Character}
                if Workspace:Raycast(origin, position - origin, rayParams) then
                    continue
                end
            end
            
            local screenDistance = (Vector2.new(viewportPoint.X, viewportPoint.Y) - screenCenter).Magnitude
            if screenDistance > _radius then continue end
            
            local weight = 1000 - screenDistance
            if weight > bestWeight then
                bestTarget = character
                bestPart = targetPart
                bestWeight = weight
            end
        end
        
        return bestTarget, bestPart
    end
    
    function ComponentController.init()
        for _, player in ipairs(Players:GetPlayers()) do
            if player ~= LocalPlayer then
                task.spawn(function() PlayerComponent.new(player) end)
            end
        end
        
        Players.PlayerAdded:Connect(function(player)
            PlayerComponent.new(player)
        end)
        
        Players.PlayerRemoving:Connect(function(player)
            local component = PlayerComponent.active[player]
            if component then component:destroy() end
        end)
        
        rayParams = RaycastParams.new()
        rayParams.FilterType = Enum.RaycastFilterType.Exclude
        rayParams.IgnoreWater = true
    end
    
    -- Range Controller with Hit Indicators
    local RangeController = {}
    local hitIndicators = {}
    local currentHighlight = nil
    
    local function calculateChance(percentage)
        percentage = math.floor(percentage)
        local chance = Random.new():NextNumber(0, 100)
        return chance <= percentage
    end
    
    local function showHitIndicator(position)
        local part = Instance.new("Part")
        part.Anchored = true
        part.CanCollide = false
        part.Size = Vector3.new(0.5, 0.5, 0.5)
        part.Shape = Enum.PartType.Ball
        part.Color = Color3.new(1, 0, 0)
        part.Material = Enum.Material.Neon
        part.Transparency = 0
        part.Position = position
        part.Parent = Workspace
        
        -- Manage max indicators
        if #hitIndicators >= 2 then
            local oldest = table.remove(hitIndicators, 1)
            if oldest and oldest.Parent then oldest:Destroy() end
        end
        table.insert(hitIndicators, part)
        
        -- Auto cleanup
        task.spawn(function()
            task.wait(0.05)
            if part and part.Parent then part:Destroy() end
            for i, indicator in ipairs(hitIndicators) do
                if indicator == part then
                    table.remove(hitIndicators, i)
                    break
                end
            end
        end)
    end
    
    local function updateTargetHighlight(character)
        if not _HighlightTarget then
            if currentHighlight then
                currentHighlight:Destroy()
                currentHighlight = nil
            end
            return
        end
        
        if character then
            -- Create or update highlight
            if not currentHighlight or currentHighlight.Adornee ~= character.instance then
                if currentHighlight then
                    currentHighlight:Destroy()
                end
                
                currentHighlight = Instance.new("Highlight")
                currentHighlight.Adornee = character.instance
                currentHighlight.FillColor = Color3.new(1, 0, 0)
                currentHighlight.OutlineColor = Color3.new(1, 1, 1)
                currentHighlight.FillTransparency = 0.5
                currentHighlight.OutlineTransparency = 0
                currentHighlight.Parent = character.instance
            end
        else
            -- Remove highlight when no target
            if currentHighlight then
                currentHighlight:Destroy()
                currentHighlight = nil
            end
        end
    end
    
    function RangeController.init()
        local originalFire = FastCast.Fire
        
        FastCast.Fire = function(...)
            local args = {...}
            local bestCharacter, bestPart = ComponentController.getTarget()
            
            -- Update highlight for current target
            updateTargetHighlight(bestCharacter)
            
            if bestCharacter and bestPart and calculateChance(_HitChance) then
                local targetPos = bestPart.Position
                local origin = args[2]
                local newDirection = (targetPos - origin).Unit * 1000
                args[3] = newDirection
                
                showHitIndicator(targetPos)
            end
            
            return originalFire(unpack(args))
        end
        
        -- Update highlight every frame to track current target
        RunService.RenderStepped:Connect(function()
            if _HighlightTarget then
                local bestCharacter = ComponentController.getTarget()
                updateTargetHighlight(bestCharacter)
            end
        end)
    end
    
    -- Visuals Controller
    local VisualsController = {}
    
    function VisualsController.init()
        local circle = Drawing.new("Circle")
        circle.Filled = false
        circle.NumSides = 60
        circle.Thickness = 2
        circle.Visible = true
        circle.Color = Color3.new(1, 1, 1)
        circle.Transparency = 1
        
        RunService.RenderStepped:Connect(function()
            if circle then
                local viewportSize = Camera.ViewportSize
                local screenCenter = Vector2.new(viewportSize.X / 2, viewportSize.Y / 2)
                circle.Radius = _radius
                circle.Position = screenCenter
            end
        end)
    end
    
    -- Camera Controller
    local CameraController = {}
    
    function CameraController.init()
        Camera = Workspace.CurrentCamera
        Workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(function()
            Camera = Workspace.CurrentCamera or Camera
        end)
    end
    
    -- Initialize all systems
    ComponentController.init()
    RangeController.init()
    VisualsController.init()
    CameraController.init()
    
    return nil
    ]=], Config.HitChance, tostring(Config.WallCheck), targetPartsString, Config.FOVRadius, tostring(Config.HighlightTarget))
    end
    
    -- ============================================================================
    -- MAIN EXECUTION WITH THREAD SUPPORT
    -- ============================================================================
    
    local function executeAimbot()
        local scriptCode = generateScript()
        
        -- Check for parallel execution support
        if checkFFlag("DebugRunParallelLuaOnMainThread", true) then
            -- Run on main thread with parallel support
            local success, err = pcall(function()
                loadstring(scriptCode)()
            end)
            
            if not success then
                warn("Aimbot failed to load on main thread:", err)
            end
            
        elseif run and availableActors then
            -- Run on actor/thread
            local actors = availableActors()
            
            if actors and actors[1] then
                local success, err = pcall(function()
                    run(actors[1], scriptCode)
                end)
                
                if not success then
                    warn("Aimbot failed to load on actor thread:", err)
                    -- Fallback to main thread
                    pcall(function()
                        loadstring(scriptCode)()
                    end)
                end
            else
                -- No actors available, fallback to main thread
                local success, err = pcall(function()
                    loadstring(scriptCode)()
                end)
                
                if not success then
                    warn("Aimbot failed to load (no actors):", err)
                end
            end
            
        else
            -- Standard execution on main thread
            local success, err = pcall(function()
                loadstring(scriptCode)()
            end)
            
            if not success then
                warn("Aimbot failed to load (standard):", err)
            end
        end
    end
    
    -- ============================================================================
    -- INITIALIZE
    -- ============================================================================
    
    local initSuccess, initError = pcall(executeAimbot)
    
    if not initSuccess then
        warn("Critical error initializing aimbot:", initError)
    else
        print("Aimbot loaded successfully")
    end

    silent aim – by sneakygoober

    NO KEY
    --[[
    	WARNING: Heads up! This script has not been verified by ScriptBlox. Use at your own risk!
    ]]
    getgenv().wallcheck = false; -- Switch this to true if you don't want the silent aim to target people behind cover!
    loadstring(game:HttpGet("https://raw.githubusercontent.com/sneekygoober/Blood-Debt-Silent-Aim-Script/refs/heads/main/main.luau"))();

    Space Hub

    KEY SYSTEM
    loadstring(game:HttpGet('https://raw.githubusercontent.com/Space-RB/Script/refs/heads/main/loader.lua'))()


    How to use scripts?

    • Copy the script and paste it into any executor. (Delta, Solara, Arceus X, Fluxus, Synapse X)
    • Click execute.
    • The script is working!

    Warning:

    • Use the script on alt accounts.
    • We are not responsible for your use of scripts.
    • You should be prepared that the script may not work.

    FREQUENTLY ASKED QUESTIONS:

    Do I need to buy scripts?

    No, all scripts are either completely free or have a light key system with ads.

    The script is not working, what should I do?

    We update and check the scripts every week. Try using a different script.


    One response to “Blood Debt scripts – NO KEY (April 2026)”

    1. alangit4 Avatar
      alangit4

      auto aim

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