---
title: "Monetization"
url: /docs/en-us/production/monetization
last_updated: 2026-06-11T23:11:54Z
description: "Monetization is a part of Roblox's overall structure to provide value to creators."
---

# Monetization

Monetization is a part of Roblox's overall structure to provide value to creators. There are several different approaches to monetize your content, including utilizing [subscriptions](#subscriptions), charging an access fee in [Robux](#paid-access-in-robux) or [local currency](#paid-access-in-local-currency), providing [items or abilities that users can purchase](#developer-products), offering [private servers](#private-servers) for users to play just with friends, and [selling models and plugins](/docs/en-us/creator-store.md#distribute-and-sell-assets) to other creators on the Creator Store.

If you choose to offer purchasable content, Roblox doesn't automatically record product or purchase information. To prevent data loss, you must carefully store this data using `Class.DataStoreService` or another data storage service hosted outside of Roblox.

## Monetization strategies

Be mindful of the monetization methods you introduce into your experience as our users are likely to **downvote** your experience if they do not approve of your strategies. Also, all developers need to be transparent with any [chance-based monetization](/docs/en-us/production/paid-random-items.md) and use these mechanics responsibly.

Some popular monetization strategies for free-to-play experiences on other platforms are not recommended for Roblox. For instance, appointment mechanics and timers which can be removed or brought forward may work well on other platforms, but these mechanics are unpopular with Roblox users who take issue with their fun coming to a premature end.

The following best practice suggestions are popular among top developers for tailoring monetization strategies to the Roblox platform and audience.

> **Warning:** Please note that by applying these techniques and considerations, you are not guaranteed to be able to effectively monetize your experience. Remember that you don't need to have any financial goals to have fun creating a Roblox experience.
### Tourists and locals

It can be helpful to think of Roblox users in two categories:

- **Tourists** typically hop from one experience to another, prioritizing variety over depth. They prefer items with immediate effects, either through making gameplay more fun or through making them stand out, inviting other users to question how and where they got the item.
- **Locals** are more likely to focus on a particular experience or smaller set of experiences. They engage more deeply, and typically form almost all an experience's engaged user base. They are more interested in items with long term benefits, such as a battle pass.

To learn more about how to design your experience with Roblox users in mind, see [Design for Roblox](/docs/en-us/production/game-design/design-for-roblox.md).

### Social features

Roblox users tend to enjoy experiences which emphasize social interaction. For instance, having items or events that are only available for a **limited time** can create excitement around that content. A **trading** system encourages users to interact. While both systems can be successful on their own, they are particularly effective when combined.

### Live ops

Post-launch support is in many ways easier on Roblox than on other platforms as you can quickly ship updates to improve your experience.

**Frequent** content updates can be helpful if you want to maintain engagement with your experience over time. Roblox users are used to being engaged by regular updates, and it can be much harder to regain a user's interest than it can be to maintain active ones. A **weekly cadence** for updates is ideal. At the bare minimum, aim for monthly updates. For a discussion on content cadence, see the Level Up [content cadence workshop](/docs/en-us/production/game-design/content-updates.md).

When designing updates, keep them focused on a particular **theme**. This makes it easier for users to understand the new update and tell what content is new when they join. It also helps you coordinate your content and promotional assets. For example, if you're adding a new Zoo to your roleplaying experience, make sure all new content has some connection to the Zoo theme.

Don't be afraid to make users earn their **access** to new content. New users will flock to play new updates, but if they don't feel like they've **achieved** something in the experience, they may check out soon after. You can create a sense of earning an update either through monetizing the update content or creating pre-requisite conditions for playing the new content.

To learn more about how to design effective post-launch support for your experience, see [Live ops essentials](/docs/en-us/production/game-design/liveops-essentials.md).

## Products

### Immersive ads

The [immersive ads](/docs/en-us/production/monetization/immersive-ads.md) system allows you to insert ad units into your experience that permit Roblox to programmatically serve ad content from advertisers to your active users.

_Image ad format_

_Portal ad format_

### Roblox Plus

[Roblox Plus](/docs/en-us/production/roblox-plus.md) lets you earn through increased in-experience purchases driven by Roblox-subsidized user discounts, sign-up bonuses for each new subscriber you bring in, and engagement in paid private servers.

### Subscriptions

[Subscriptions](/docs/en-us/production/monetization/subscriptions.md) within experiences let you offer users recurring benefits for a monthly fee.

_Examples of experience subscriptions_

### Passes

A [pass](/docs/en-us/production/monetization/passes.md) allows you to charge a **one-time Robux fee** in order for users to access special privileges within an experience, such as entry to a restricted area, an in-experience avatar item, or a permanent power-up.

### Developer Products

A [developer product](/docs/en-us/production/monetization/developer-products.md) is an item or ability that a user can purchase more than once, such as in-experience currency, ammo, or potions. You can prompt purchases, record them, and get product information through scripting.

### Price optimization

[Price optimization](/docs/en-us/production/monetization/price-optimization.md) lets you find the best price points for your passes and developer products, which can help you earn more money over time while keeping your prices competitive.

### Paid access in Robux

[Paid access in Robux](/docs/en-us/production/monetization/paid-access-robux.md) allows you to charge users a **one-time Robux fee** to access your experience. Some developers temporarily use this feature to create a closed beta where their most engaged users can have early access to an experience and help with testing and feedback.

### Paid access in local currency

[Paid access in local currency](/docs/en-us/production/monetization/paid-access-local-currency.md) allows you to charge users a **one-time fee in their local currency** to access your experience. If their local currency isn't available, they're charged in USD. Some developers temporarily use this feature to create a closed beta where their most engaged users can have early access to an experience and help with testing and feedback.

### Private servers

A [private server](/docs/en-us/production/monetization/private-servers.md) is a subscription-based feature that allows a user to decide who can play an experience with them. While private servers can be free, you can also use private servers as a method of monetization by charging users who want to access private servers a **monthly Robux fee**. Private servers are often purchased for:

- Playing experiences just with friends.
- Holding gatherings such as classes, meetings, or parties.
- Recording and/or streaming without other users.
- Gathering in-experience resources.

### Catalog fees and commissions

You can create and sell accessories and clothes on the Marketplace. After you pay the upload fee and submit a new asset for approval, the moderation team reviews your asset and, if approved, adds your asset to the catalog.

You'll receive a [commission](/docs/en-us/marketplace/marketplace-fees-and-commissions.md) every time users purchase your catalog item. If users purchase your catalog item within an experience using the [avatar inspect menu](/docs/en-us/players/avatar-inspect-menu.md) or the [avatar editor service](/docs/en-us/players/avatar-editor.md), the experience owner also receives a commission.

### Plugins and Models

A [plugin](/docs/en-us/studio/plugins.md) is an extension that adds additional functionality to Studio, and a [model](/docs/en-us/parts/models.md) is a reusable asset type. You can offer both to other creators on the [Creator Store](/docs/en-us/production/creator-store.md) for free, or you can sell them for **United States Dollars** (the minimum price is $4.99 for plugins and $2.99 for models). Roblox offers a market-leading revenue share for these sales, as only taxes and payment processing fees are deducted. For more information on selling plugins and models, see [Creator Store - Distribute and sell assets](/docs/en-us/creator-store.md#distribute-and-sell-assets).

> **Warning:** There is a 30 day escrow hold for each purchase. Roblox holds your share of the sale for 30 days, starting from the date of sale.
## Guidelines

As you design and implement monetization products into your experiences, consider the following guidelines to ensure your monetization methods are suitable for all audiences on the platform.

### Presenting products

To maintain safety and fairness, you must present monetization products in a way that's transparent, honest, and user-friendly. For example, if you offer discounts, they must be **genuine** and **fair**:

- A discount is not genuine if an item is always "on sale" for the same amount of Robux.
- A discount is not fair if it's only offered for a very short time, pressuring users to make a purchase as quickly as possible.

Users must never be misled, confused, or pressured into purchases in ways they did not intend, and they should always have the freedom to make a clear, deliberate choice to obtain a subscription or spend Robux on a specific item. As general guidance, there are some practices to avoid at all times when presenting monetization products to your audience:

- Don't claim that a subscription or item is almost out of stock or only available for a short time if it isn't true.
- Don't use a countdown timer that isn't accurate or automatically restarts for the same item.

For example, if your game includes a "deal of the day" that says it's only available for 24 hours, but then you show the same message to users every time they login and it never stops being available, you have created a false sense of urgency that isn't user-friendly.

### Promoting to global audiences

Roblox is a global community for users of all ages, so promotions within your experiences should be suitable for all audiences by default. If certain monetization products are restricted in certain locations, such as paid random items, Roblox provides `Class.PolicyService` API to help you ensure that those products are only visible to eligible users.

`Class.PolicyService` returns whether a user is eligible for specific items or features according to their location, age, and platform. You must integrate this API into your game to meet your compliance obligations, including determining whether each user is:

- Eligible to purchase subscriptions or commerce products.
- Allowed paid random items, paid item trading, or to see immersive ads.

> **Warning:** If a user can use Robux or something else that was acquired with Robux to get a random reward, you are required to use `Class.PolicyService` to block this feature for users who are not permitted to use random items in exchange for Robux.

As general guidance, avoid using pushy or urgent messages when interacting with minors, as high-pressure language can be overwhelming:

| **Language to avoid** | **Recommended alternatives** |
| --- | --- |
| "GET IT NOW" | "View Item" |
| "LAST CHANCE, ACT NOW" | "See Price" |
| "BUY BEFORE IT’S GONE!" | "Open Shop" |