
KeylessUniversal

local Players = game:GetService("Players")
local Lighting = game:GetService("Lighting")
local SoundService = game:GetService("SoundService")
local RunService = game:GetService("RunService")
local SKY_ASSET = "rbxassetid://109266385905091"
local EFFECT_ASSET = "rbxassetid://109266385905091"
local JUMPSCARE_SOUND = "rbxassetid://9125713501"
local BG_SOUND = "rbxassetid://1843523756"
local TILE_SIZE = 70
local BASE_WIDTH = 8
local WALL_HEIGHT = 45
local SAFE_Y = 10
local safeFolder = Instance.new("Folder")
safeFolder.Name = "SAFE_BASE_INFINITE"
safeFolder.Parent = workspace
for _, v in ipairs(Lighting:GetChildren()) do
if v:IsA("Sky") then v:Destroy() end
end
local sky = Instance.new("Sky")
sky.SkyboxBk = SKY_ASSET
sky.SkyboxDn = SKY_ASSET
sky.SkyboxFt = SKY_ASSET
sky.SkyboxLf = SKY_ASSET
sky.SkyboxRt = SKY_ASSET
sky.SkyboxUp = SKY_ASSET
sky.Parent = Lighting
Lighting.ClockTime = 23
Lighting.Brightness = 1.2
Lighting.ExposureCompensation = -0.4
Lighting.Ambient = Color3.fromRGB(120,0,0)
Lighting.OutdoorAmbient = Color3.fromRGB(90,0,0)
local cc = Instance.new("ColorCorrectionEffect")
cc.TintColor = Color3.fromRGB(160,40,40)
cc.Contrast = 0.3
cc.Saturation = -0.1
cc.Parent = Lighting
local atm = Instance.new("Atmosphere")
atm.Density = 0.45
atm.Color = Color3.fromRGB(120,20,20)
atm.Decay = Color3.fromRGB(40,0,0)
atm.Haze = 2
atm.Parent = Lighting
local jump = Instance.new("Sound")
jump.SoundId = JUMPSCARE_SOUND
jump.Volume = 8
jump.Parent = SoundService
jump:Play()
local bg = Instance.new("Sound")
bg.Name = "SCARY_BACKGROUND"
bg.SoundId = BG_SOUND
bg.Volume = 2.8
bg.Looped = true
bg.Parent = SoundService
bg:Play()
local function createSafePart(size, pos, color)
local p = Instance.new("Part")
p.Size = size
p.Position = pos
p.Anchored = true
p.Material = Enum.Material.Metal
p.Color = color
p.TopSurface = Enum.SurfaceType.Smooth
p.BottomSurface = Enum.SurfaceType.Smooth
p.Parent = safeFolder
return p
end
local generated = {}
local function generateTile(index)
if generated[index] then return end
generated[index] = true
local x = index * TILE_SIZE
for w = 1, BASE_WIDTH do
createSafePart(
Vector3.new(TILE_SIZE, 4, TILE_SIZE),
Vector3.new(x, SAFE_Y, (w-1)*TILE_SIZE),
Color3.fromRGB(30,30,30)
)
if math.random() > 0.35 then
createSafePart(
Vector3.new(6, WALL_HEIGHT, TILE_SIZE),
Vector3.new(x + math.random(-20,20), SAFE_Y + WALL_HEIGHT/2, (w-1)*TILE_SIZE),
Color3.fromRGB(60,60,60)
)
end
if math.random() > 0.45 then
createSafePart(
Vector3.new(TILE_SIZE, WALL_HEIGHT, 6),
Vector3.new(x, SAFE_Y + WALL_HEIGHT/2, (w-1)*TILE_SIZE + math.random(-20,20)),
Color3.fromRGB(70,70,70)
)
end
end
end
local function setupCharacter(character)
task.wait(0.2)
local hrp = character:WaitForChild("HumanoidRootPart")
hrp.CFrame = CFrame.new(0, SAFE_Y + 15, 0)
for _, part in ipairs(character:GetChildren()) do
if part:IsA("BasePart") then
part.Color = Color3.new(0,0,0)
if not part:FindFirstChild("Fire") then
local fire = Instance.new("Fire")
fire.Size = 10
fire.Heat = 20
fire.Color = Color3.fromRGB(200,40,40)
fire.SecondaryColor = Color3.fromRGB(120,0,0)
fire.Parent = part
end
end
end
end
for _, plr in ipairs(Players:GetPlayers()) do
if plr.Character then setupCharacter(plr.Character) end
plr.CharacterAdded:Connect(setupCharacter)
end
Players.PlayerAdded:Connect(function(plr)
plr.CharacterAdded:Connect(setupCharacter)
end)
local floatingParts = {}
for _, obj in ipairs(workspace:GetDescendants()) do
if obj:IsA("BasePart")
and not obj:IsDescendantOf(safeFolder)
and not obj:IsDescendantOf(Players) then
obj:BreakJoints()
obj.Anchored = false
local fire = Instance.new("Fire")
fire.Size = 8
fire.Heat = 15
fire.Color = Color3.fromRGB(200,50,50)
fire.SecondaryColor = Color3.fromRGB(100,0,0)
fire.Parent = obj
local particle = Instance.new("ParticleEmitter")
particle.Texture = EFFECT_ASSET
particle.Rate = 15
particle.Lifetime = NumberRange.new(1,2.5)
particle.Speed = NumberRange.new(4,8)
particle.SpreadAngle = Vector2.new(360,360)
particle.Parent = obj
table.insert(floatingParts, obj)
end
end
RunService.Heartbeat:Connect(function()
for _, p in ipairs(floatingParts) do
if p and p.Parent then
p.AssemblyLinearVelocity = Vector3.new(
math.random(-15,15),
math.random(10,22),
math.random(-15,15)
)
p.AssemblyAngularVelocity = Vector3.new(
math.random(-3,3),
math.random(-3,3),
math.random(-3,3)
)
end
end
for _, plr in ipairs(Players:GetPlayers()) do
local char = plr.Character
if char and char:FindFirstChild("HumanoidRootPart") then
local idx = math.floor(char.HumanoidRootPart.Position.X / TILE_SIZE)
for i = idx - 2, idx + 6 do
generateTile(i)
end
end
end
end)
for i = -2, 6 do
generateTile(i)
end



lags the * out of your game, don't do it