Developers on the Roblox platform have a strong culture of conducting beta tests in order to get feedback from the community and to begin collecting analytics about their user base. There's several ways to collect user feedback, starting with closed betas and then moving to open betas after the initial feedback has been addressed.
There are different methods for beta testing an experience depending on the project's current playability and testing goals. While the table below provides a quick summary, each of the following methods will be discussed in-depth.
|Closed Access||Ideal for studios interested in testing specific features or unpolished builds to get initial player reactions. Can often follow up with, or prepare for an open access beta.|
|Open Paid Access||Similar to open access beta but testers are users paying to play. This often results in a smaller volume of users, but more motivated in providing feedback.|
|Limited Time Test||Provides benefits of an open access beta but requires less of the commitment and investment needed to run an open access beta. Experiences can be playable but have minimal, or focused content.|
|Open Access Beta||For experiences that are relatively polished and playable, but may lack content. Best for studios interested in testing at scale to gain the largest amount of user data and impressions.|
In general, a developer is recommended to launch a beta program whenever the experience meets the following criteria:
- A playable experience where the user can go through the entire game loop, even if there's only one area, or content is limited.
- The experience is performant on all target platforms, such as mobile or desktop.
- Resources are dedicated to supporting a community or accepting feedback.
Closed Access Beta
Closed access programs are best for studios interested in testing experiences that may be unpolished or not fully ready for a large audience. In this program, users from a trusted group are granted access to the Roblox group where the experience is published from. Trusted members can often be from pre-existing communities or friends and family.
To launch the closed access beta, users are given invites to, or request to join, a Roblox group. Once in, they are granted a role that permits them to access an experience published by that group. Note that the group and whitelisting must be managed and set up by the developer.
Open Paid Access
Similar to open access betas, these experiences should be playable, mostly bug free, but can be missing content. Here, users pay an upfront Robux fee to access the experience (see Paid Access). This limits the amount of users, often providing a more motivated testing audience before opening it to a wider audience.
Limited Time Test
Running an open beta takes time and energy away from development as developers must respond to feedback and interact with their community. A lower-impact alternative is the limited time test. In this method, developers plan for an open access beta test during a specific time frame, such as a key weekend or week. An experience is opened and closed based off the time. Similar to the open access beta, the experience should be playable, generally bug-free, but can lack content.
To launch the limited time test, we advise developers to advertise the event. Developers can use experience (See Announcements), group, and social media announcements to communicate when the experience will be temporarily opened.
Open Access Beta
If developers are confident their experience is playable by the general public, but may be lacking content, polish, and quality of life features, an open access beta is feasible. To launch an open beta, the experience is set to public, allowing any Roblox user to play. This program is then conducted for one to two months before launch.
Some recommendations for running an open access beta are below.
- Encourage users to join a Roblox group connected to the experience, or social community such as Discord. This provides users an avenue to leave feedback.
- Inform users that the experience is in a beta state. This can be done by adding the tag Beta to the experience title and using in-experience pop-ups to set expectations as to the occasional bug or unfinished feature.
Getting Community Feedback
Regardless of how a beta is implemented, some means for recording user feedback should always be implemented. Two methods for obtaining direct user feedback are in-experience feedback forms and Discord.
Feedback systems can be built directly into the experience with UI pop-ups at key moments. Two examples can be seen in the experiences Stranger Things and Alo Sanctuary.
Many developers choose to create Discord communities for their experiences. To setup communities, we recommend that you investigate large experiences on Roblox, such as Adopt Me. Seeing how other communities are structured can inform your own decisions, such as what channels users will expect to see, and how users may engage with your community.
A think-aloud is a method of studying the mental processes people use in a task. Participants communicate their thoughts during gameplay, often in stream of conscious, as a way of understanding different goals, such as the clarify of an educational objective. For developers interested in doing a think-aloud, it's recommended they find participants in their target age demographic, either through family and friends, or a social community.
Analytics gathered during a beta program are often used to gauge if a launch experience will be on track to meeting it's goals. For instance, many common Roblox experiences have specific goals for retention, monetization, and session time.
Roblox provides a variety of built-in analytics using the Analytics Dashboard. Developers are also encouraged to set up custom analytics, which can be implemented through third party services like Microsoft Playfab. Custom reporting gives developers more insight into user behavior.
|Roblox Provided Analytics|
|Common Custom Analytics|
Measuring success is often determined by the analytics important during a beta. To help determine what analytics are important during a beta, consider these questions.
- How much content is in the experience and what level of retention and engagement should be aimed for? For instance, a one-time guided classroom experience will focus more on average session length than retention.
- What is the intended target age for users? What was the age range of users during the beta, and was there any discrepancy?
For all experiences, we recommend setting up custom reporting (see Adding Custom Events) for the following:
- Onboarding and tutorial completion.
- Metrics related to educational learning objectives. These differ between experiences.
- Player drop off points. For instance, if users are not exploring specific areas, or using game features.
Frequently Asked Questions
How long should an experience spend in beta before launching?
Every experience is different, but a general time frame would be 7 to 30 days. This is specifically based off getting enough data to determine D1 and D30 retention metrics.
Do developers engage live in-game with users during a beta?
This is optional, but many developers enjoy entering their experience to converse with users. There is also a culture in Roblox to reward this. For instance, some experiences reward badges for meeting a developer.
When should we start building a community?
It's recommend to build a community before beta testing. This community can be started on networks such as Discord or Twitter. As long as you have content, such as screenshots, videos, or even livestreams, you can start a community without a playable experience. Starting a community can help find sourcing testers for the beta much easier.