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v2.2.0 — 2026-10-07
Fixes for both reported problems, the six community pull requests, and a round of reliability work
on top of them. Thanks to @thibaup and @sjschillinger for their pull requests.
Using a master password with 2.0? 2.0 never opens after its password prompt, so updating from
the update window that appears over that prompt is the way to go. When 2.2 then starts for the first
time it may ask for your master password once more, to restore your accounts from the backup 2.0 left
behind.
Fixed
- Unlocking with a master password works again (#7). In 2.0 the unlock prompt disappeared after
any password, right or wrong, and the manager never opened. A wrong password is now shown in the
prompt and you can try again. - Updating over the unlock prompt can no longer empty your account list. In 2.0, "Update now" in
the update window that opened over the unlock prompt saved the account file before it was read.
The update check now starts after unlocking, an account file that was never read is never saved,
and 2.2 offers to restore accounts that 2.0 emptied this way. - Browser sign-in no longer says the window was closed while it is still open (#8). Sign-in
followed the process that was started first, which a browser can hand its window to another
process and exit (it does that, for example, when the manager runs as administrator). Whether the
window is open now comes from the browser itself, closing it is reported as closed, Stop works at
any moment, and the sign-in never sees the login page's network traffic. - The password tab no longer claims a captcha you never saw. When Roblox wants to check a
sign-in on its own page, the dialog switches to the browser tab and says so. - Close, minimize, auto-close, the RAM limit and Anti-AFK only act on the Roblox client the manager
tracked. A process id Windows reused for another program or another account's client can no
longer be closed or typed into by mistake, and two launches at the same moment no longer claim the
same client (#1, #2). - Launches no longer race. Every launch — launch bar, presets, schedules, the watchdog, the local
API — waits for the previous client to appear before it starts, so clients are never attributed to
the wrong account and one launch's graphics profile can't replace another's. - A schedule's auto-close closes exactly the clients that schedule started, including one the
watchdog relaunched after a crash, never a client you started yourself (#4). - Private servers in presets. A private-server link pasted into a preset's "Server ID" box was
launched as a Job ID and failed. Presets now have a destination (game, server, private server,
join player); presets from 2.0 are converted once, including links typed into the old box. A
preset switched back to "Game" stays a game preset. - Auto-rejoin returns to the same destination. A client that crashed in a private server or while
following a player used to rejoin a public server of the place. A public server that fails twice is
swapped for any server of the place, and a failed relaunch is retried twice. - An older account save can no longer overwrite a newer one (#3).
- Pasting a game link into a Place ID box no longer turns the rest of the link into part of the place
number, also for--launchon the command line. - Launch errors no longer echo the launch link, which carries a one-time sign-in ticket.
- Playtime counts clients while they run, and sorting accounts by playtime works.
- Starting the exe a second time no longer wipes the playtime history, and it brings the running
window back (also from the tray). - "Close all" and scheduled close tasks also cancel rejoins that were waiting, so nothing comes back
on its own afterwards. - A cookie for an account you already have counts as added, a 2FA secret with a typo shows no code
instead of a wrong one, and clearing a copied secret is retried while another program holds the
clipboard (#5). - Changing the language no longer resets a preset's performance profile.
- "Lock when hidden to the tray" now also locks when the manager starts minimized with Windows.
Added
- Join player and private server destinations for presets, with the player looked up while
you type. - Ultra-low AFK performance profile per preset: FPS cap (15 by default), lowest graphics, optional
minimize once the client is in game (Roblox stops loading while minimized). Every part can be
switched off in Settings → Graphics. The next launch without it restores your normal settings,
also if a client with the profile was still running. - Random Anti-AFK timing. Each client gets its own schedule, optionally random between two
intervals, so several clients aren't focused at the same second. The overview shows when each
client gets its next key press and how often it was rejoined. - Batch launches wait for each client before starting the next account, plus an optional random
extra delay per preset. A failed account doesn't stop the rest; the result reads "5 launched,
1 failed". A Stop button ends a running batch before the next account. - Auto-rejoin no longer gives up. It used to stop after 3 rejoins within 10 minutes. Now the first
rejoins in a row are immediate and later ones wait longer (2, 5, 10, then 15 minutes), for as long
as rejoin is on. A waiting rejoin is shown on the overview with a Stop button, and a client that
ran for 10 minutes resets the count. - Saved places remember their server. The launch bar's bookmark saves the Job ID or
private-server / share link with the place (encrypted), and presets can use a saved place, so a
link is pasted once and several presets can share it. With Hide usernames on, the launch bar
shows a saved, remembered or just used private-server link as a placeholder. - Rejoin after a disconnect (optional): a client whose account stops showing as in game — a
network drop that leaves it on an error screen — is closed and rejoined. It only acts on presence
Roblox just reported, and stops after three restarts in a row that never got into a game. - Restart clients regularly (optional): each client is relaunched after a set time, one at a time,
into the same game and server type, with the same retries as crash recovery. - The manager's own memory use is shown under Settings → Diagnostics and in the copied report.
- Test the browser under Settings → Browser, Copy report under Settings → Diagnostics (with
cookies, tokens, webhooks, private-server codes and sign-in tickets removed), and Minimize per
client. - Local API:
/launchtakeslink=orfollowUserId=; new/preset?name=(409 while that preset is
already launching). - Unit tests for the logic that has no UI (destinations, link parsing, preset migration, timing,
recovery, redaction, the data folder), run before every release.
Changed
- If the
datafolder next to the exe can't be written to, the manager moves to the per-user folder,
brings the data along (checked, never overwriting anything; the old folder is left untouched) and
stays there from then on. - The memory settings say what they do: the RAM threshold force-closes a client (it is not a memory
limit), and trimming frees memory only until the client needs it again. Auto-trim runs at most
every 5 minutes. - A second batch from the launch bar, or a preset that is already launching, is refused instead of
running twice.
Download: RobloxAccountManager.exe (56.5 MB) — one portable file, nothing to install.
RobloxAccountManager.exe SHA-256: 9decf36150fe896eb17da5c8c881546f977aad53b551974ee1a05a5fccae60af
The in-app updater verifies this checksum before it replaces anything, and keeps your previous version so you can roll back from Settings -> Updates.