
Violence DistrictNO KEY

Violence DistrictNO KEYTested by bebra · BobloScript editorial team · Nov 2, 2026
Test setup: PC · Potassium
All 16 listed features checked
No failures found.
Tested on PC with Potassium across several public rounds. The objective and survival triggers fired in the order the round asked for them, and the escape delay changed when the sequence completed. Auto dodge responded at the configured distance and was retuned between killers. Generator, hook, gate and player outlines drew through walls, and the overlay clear removed them after a round ended.
This reflects one test at a specific point in time, not an ongoing guarantee. How we test scripts
The menu splits into two layers: one answers the objective and survival prompts as they appear, the other draws generators, hooks, gates and players through walls. They run independently, so you can play with only the ESP layer on, or let the automation carry the round while you follow the outlines.
These triggers act on the same prompts a player would click, which is why they fire in the order the round asks for them: a generator repair starts when you stand at one, the skill check is resolved as the needle appears, healing resumes when you drop below full health, and the hook release takes over while you are held. Leaving them all on at once is the intended setup — each only acts when its own condition is true, so they do not fight over the same input.
Skill check resolution is the most timing-sensitive entry; if you want to see the checks yourself, turn that one off and leave the rest running.
The hook release and the heal trigger overlap in practice, so a rescue followed by self-healing happens without extra input.
The escape sequence has its own delay setting. Raise it if you would rather the round finish a moment after the last objective rather than the instant the exit opens.
Auto dodge watches for an incoming attack and moves you out of it, and the distance slider decides how close the attacker gets before that happens. A short distance reacts later and looks more natural but leaves less room; a long distance buys space at the cost of reacting to attacks that would have missed anyway. It is worth changing between killers rather than leaving it on one value.
Generators, hooks and exit gates are drawn through walls, and players get a skeleton drawn over them. Enemy and teammate colours are set separately, so do that first: the colours persist while the ESP is on, which means picking them after switching on turns every outline into a live re-render. Separate colours for the two sides are what make a crowded round readable — a hook and an enemy in the same colour is the usual cause of running into someone you meant to avoid.
One entry disables every active feature at once and a second clears the ESP overlays from the screen. They are worth knowing before you need them: if a round ends with outlines still drawn over the lobby, the overlay clear is the entry that removes them without reloading the script.
Set enemy and teammate colours before enabling any highlighting.
Tune the dodge distance to the killer in the lobby rather than mid-chase.
Turn on the survival triggers together and leave the escape delay for last, since it only matters at the end of the round.
Testing was done on PC with Potassium; the menu and its key binds are built for that setup.
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This script loads code from an external source. Review the URL and understand what it does before running it in Roblox.
1loadstring(game:HttpGet("https://pasteblox.com/raw/b6bzb37zjd"))()by VIOLENCE DISTRICT · 5 scripts · 2.8K views








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