What this script does
Catch 1 Billion Ducks is a shooting incremental: ducks fly past, you shoot them, they fall, you collect them into a freezer, you sell the freezer, and the cash goes into upgrades that let you kill more ducks per second. This script runs that entire loop — and shoots better than a human can.
Silent Aim, and why it works this way
Worth being straight about the architecture, because it decides what is and isn't possible here.
When you fire, the client sends the server an origin, a direction, a shot ID and a timestamp. It does not send a list of ducks it hit. The server does its own raycast along your direction and decides what died.
That closes off the usual tricks — there is no victim list to forge, so no kill aura, and resizing a hitbox client-side does nothing because the server never looks at it. What it leaves wide open is the direction, which is entirely yours to choose. So the script aims the shot rather than faking the kill: your camera never moves, but the bullet goes exactly where it needs to.
Lead is computed with the game's own model — the same 0.13 second prediction its built-in aim assist uses — against live duck velocity, so moving targets are hit cleanly instead of trailed.
Penetration targeting — up to 5 ducks per bullet
The server accepts up to five hits along a single ray. That turns aiming into an optimisation problem rather than a nearest-target problem, and the script solves it: instead of shooting the closest duck, it picks the direction whose path passes through the most ducks at once.
With a dense flock that is five kills from one bullet. A Penetration Width slider controls how wide the corridor is — wider lines up more ducks per shot, narrower aims more precisely at any one of them.
Auto Shoot
Auto Shoot doesn't synthesise its own packets. It calls the game's own firing function, which already checks your ammo, your weapon's attack speed and whether you're reloading, and simply declines when you can't fire.
That matters more than it sounds. In a shooter the dangerous event is the shot the server rejects, not the one it accepts — a client firing faster than its own weapon allows is the clearest possible signal. Routing through the game's own gate means every shot leaving your client is one it would have sent anyway.
There is no fire-rate or damage mod for the same reason: both are computed server-side, so "faster firing" would only produce rejected shots. Buy the Damage and Ammo Count upgrades instead — that's what Auto Upgrade is for.
Auto Pickup — the full cycle
You can only carry one duck at a time, so collecting is a loop, not an action. Auto Pickup runs the whole thing: teleport to the nearest fallen duck, pick it up, teleport to your freezer, deposit it, then straight on to the next duck. It only returns to your shooting spot when there is nothing left on the ground.
Pickup is distance-checked by the server at 8 studs, so the script genuinely travels there — there's a walk option if you'd rather it not teleport.
Auto Sell & Auto Upgrade
Auto Sell empties the freezer once it reaches a stored-duck count you set. The payout is entirely the server's decision — the sell call carries no amount, so there is nothing to inflate.
Auto Upgrade reads the live price table from the server and always buys the cheapest thing you can currently afford, across your gun (Damage, Reload Speed, Ammo Count), your dog (Speed, Strength, Dexterity) and your ducks (Spawn Rate, Luck). A cash-reserve slider stops it spending below a floor you choose. Auto Buy Weapon does the same with Feathers, then equips whatever hits hardest.
Menu & cursor
RightShift hides and shows the menu. RightAlt frees the mouse.
One thing to know: freeing the cursor pauses shooting. That isn't a bug — the script frees the mouse using the game's own menu-open switch, and the game stops you firing while a menu is open (it's the same thing that stops you shooting while the Upgrades screen is up). Lock the cursor again and Auto Shoot resumes. The status panel says so while it's paused, so it never looks broken.
A note on God Mode
God Mode holds your health at full, which works because your client owns your character. It is off by default and it is the least subtle thing in the menu — everything else here looks like ordinary play, and that doesn't. Angry ducks only hit for 5 damage, so most of the time you won't need it.
How to use
- Paste the snippet. Open a supported Roblox executor and paste:
loadstring(game:HttpGet("https://overhub.dev/loader.lua"))() - Execute. The loader detects
Catch 1 Billion Ducksfromgame.PlaceId, fetches the script from the overhub.dev API, then runs it. You’ll see a small “Loaded Catch 1 Billion Ducks ✓” status panel confirm the script attached.
Keyless script
This script currently runs without a key. Some overhub.dev scripts are key-gated; those require a paid premium key from the Premium page.
The full script is never embedded in the loader. The API seals each payload in transit and serves it straight to your executor.