I am currently working on a group game and suddenly started coming across this error. I assumed that this was simply on Roblox's end but I noticed that when I moved my place into my own game, I don't get the error.
I've also heard that there is some kind of limit to Data Stores. But I'm not to sure I understand it. Right now I have a datastore like this:
local DataStore = game:GetService("DataStoreService"):GetDataStore("UserData")
And throughout development we've changed the data store multiple times since the existing user data causes errors simply due to the nature of our development and because there is a lot of trial and error. So in order to get a brand new empty player, we'd simply change the "UserData" to something like "UserData1.0" and so on.
I also found out that there's no way to empty datastores. So my question is, is there a limit to how many times you can change your datastore like we've been doing? Is that what's happening here? Has our group game simply reached the max number of datastores we're allowed to use?
But when we try to use an old datastore, we still get the same error, which is confusing me.
So if we have reached a datastore limit, is there a workaround to this? Because we have quite a few places and it would be a lot of work to move them all into another group game.
And another note is that we have two places are somewhat duplicates, like one is a more updated version of another. They both use datastores, just not the same ones. Could that also be causing issues?
I've also tried testing it out with just one piece of data to save and just one key: for Cash
game.Players.PlayerAdded:Connect(function(player)
local cash = Instance.new("IntValue")
cash.Name = "Cash"
cash.Value = 1000
cash.Parent = leaderstats
local cashKey = "cash-"..player.UserId
local cashData = nil
local success, errormessage = pcall(function()
cashData = DataStore:GetAsync(cashKey)
end)
if success then
print("SUCCESSFULLY GOT CASH DATA")
else
warn("ERROR: " .. errormessage)
end
if cashData ~= nil then
cash.Value = cashData
end
end)
game.Players.PlayerRemoving:Connect(function(player)
local success, errormessage = pcall(function()
DataStore:SetAsync("cash-"..player.UserId, player.leaderstats.Cash.Value)
end)
if success then
print("CASH DATA SAVED")
else
print("CASH DATA SAVE ERROR: " .. errormessage)
end
end)
So the last print is what always gets called. And it outputs the 508 error. Is there a way around this? Or do we need to move to a new game or is it simply a Roblox bug?
Thanks in advance.

3 comments
Oh yeah! I don't know how to fix it, but I recently started getting this error today too with my datastore! I didn't think much of it though, I only assumed ROBLOX would fix it.
roblox is having datastore issues its all over the devforum
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