Roblox Money Guide: How Creators Really Earn

If you got here, you are probably wondering how developers make real income from creating Roblox games. I pulled the clearest facts into one simple guide so you know what actually pays, what gets taxed, and what to avoid.
Money follows fun. If the game is not something people want to play and return to, no system will fix it. The rest of this guide shows how creators earn once the core is fun and players stick around.
Where the money comes from
Monetization channel | What it is |
---|---|
Developer products | Consumables and repeat buys like coins, boosts, rentals |
Game passes | One time permanent perks |
Subscriptions | Recurring perks billed monthly in experience |
Creator Rewards, Daily Engagement | 5 Robux when a qualifying active spender plays 10+ minutes and your experience is among their first three of the day |
Creator Rewards, Audience Expansion | 35% share of up to the first $100 in Robux purchases by new or returning users you bring back |
Immersive ads & Rewarded Video | Image, video, portal ads, and rewarded video for 13+ |
UGC avatar items | Selling avatar items that match your game look |
Private servers | Monthly fee for private worlds |
Paid access | One time fee to enter the experience |
What actually pays on Roblox today
If your game is fun and keeps players around, and you build for free play, most money comes from, in order:
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Developer products, small repeat buys like boosts
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Game passes, one time upgrades
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Creator Rewards, daily engagement and audience expansion payouts
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UGC items, if your game drives avatar buying
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Ads inside your game, plus bigger brand deals when you are large
Paid access and private servers can still work, but only for clear value or social play. Roblox also added Creator Rewards that pay for daily engagement and for bringing new or returning spenders back.
Quick ideas that work now
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Sell time savers and boosts as developer products
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Put permanent perks in game passes
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Make one small purchase that feels great in the first ten minutes
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Add soft goals that keep Premium players in session longer
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If your world has style, link it to UGC items that fit your game’s look
Robux to cash, how DevEx really works
Cash out happens through DevEx. You must be 13 or older, have at least 30,000 earned Robux, a verified email, tax form, and a good standing account.
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New rate. Robux earned on or after September 5, 2025 cash out at 0.0038 dollars per Robux
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Old rate. Robux earned before that date cash out at 0.0035 until that old balance is used up
Plan for review time in the DevEx portal. Keep a buffer of Robux for ads and testing while you wait.
Game passes, developer products, and when to use each
Use game passes for permanent perks. Players buy once and keep it forever. Use developer products for consumables and repeat purchases like coins, boosts, rentals, and extra tries. That is where big revenue often comes from in free games.
Pro tip for future updates. Use passes for forever perks so you do not break old buyers if you split your game into new places.
Price smart
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Anchor the first buy at a low price
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Offer a medium and a high option that feel like clear upgrades
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Test icons and copy, tiny changes can move a lot
Creator Rewards, what moves the needle now
Daily Engagement pays 5 Robux when a qualifying active spender spends at least ten minutes in your experience and it is one of the first three they launch that day. Treat it as base income that rewards daily destination status. Audience Expansion pays a 35 percent share of up to the first 100 dollars in Robux purchases by new or returning users you bring back who go on to spend. Both streams are added to your earned balance after a holding period.
To boost Creator Rewards
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Give players a clear early goal that takes ten to twenty minutes
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Encourage next day return with streaks or rotating tasks
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Keep first session friction low so players reach the 10 minute mark
Private servers and paid access that still convert
Private servers charge a monthly Robux fee for a private world. They work for social games, roleplay, clan events, and builders who want a quiet server. Paid access is a one time fee to enter your game. Both can earn, but only when the value is clear and the target users want it. Note that paid access and private servers cannot be on at the same time.
UGC items and avatar sales for game makers
If your game drives outfit culture, UGC can be big. The Marketplace uses progressive revenue share above the price floor. Creators also get a cut on Limited resales of their items. Make items that match your game identity so buyers see them in your world, not just in the shop.
UGC tips that help games
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Release a set that matches a new update
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Give small in game perks to owners that are not pay to win
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Use wishlists and coming soon boards in your hub
Ads, sponsorships, and brand deals that fit Roblox
You can place immersive ads in your world. These include image, video, portal, and rewarded video units. Rewarded video lets players 13 and up watch a short video to earn an in game reward. Eligible creators share in the revenue. Brand deals exist, but in game purchases still drive most income for most teams. Treat brand deals as a bonus.
When ads make sense
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Your audience is 13 plus and you can give a fair reward
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Your economy is healthy, ads are not a band aid
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You can place ads in a way that does not hurt flow
Fees, splits, and the real take home after costs
Here is the clean version many people miss:
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In experience purchases have a 30 percent platform commission. Price with that in mind
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Avatar Marketplace items use a progressive share. Pricing above the floor can raise your share, but check demand before you raise
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The DevEx cash rate is 0.0038 per Robux for Robux earned on or after September 5, 2025. Older earned Robux cash out at 0.0035 until cleared
Quick pricing check
Item type | Price in Robux | Est. cash (after 30% fee, earned after Sep 5, 2025) |
---|---|---|
Small boost | 50 | 0.133 |
Starter pack | 199 | 0.529 |
Big bundle | 799 | 2.125 |
Early cash flow, payout timelines, and taxes to expect
You need 30,000 earned Robux before your first DevEx. You must submit tax info, W 9 for the United States or W 8 for others. Roblox reviews each request in the portal. Plan for review, then plan your next cash out window. Keep your team funded with a mix of Robux and cash so updates keep moving.
Retention, engagement, and the metrics that drive earnings
Time spent and repeat buyers drive most income. Creator Rewards add two new streams in 2025:
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Daily Engagement Reward, pays a fixed amount when active spenders spend at least ten minutes in your game among their first three visits of the day
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Audience Expansion Reward, shares revenue from new or returning users you bring back to Roblox who go on to spend
These favor games that retain and reactivate users. Track first day return rate, seven day return rate, and the share of playtime from Premium users.
Safety rules, moderation risk, and policy landmines
Do not add gambling with Robux or items of value. That is not allowed. If you run ads or brand messages, label them as ads, and hide all ads from users under 13 using policy tools. Breaking these rules risks moderation and loss of payout.
Keep your account safe
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Use proper disclosure for any sponsor
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Avoid pay to win in PvP that targets kids
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Respond fast to moderation notices, fix, and appeal calmly
Common money traps and how top teams avoid them
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Selling permanent perks as developer products, then breaking entitlements across places. Use game passes for forever perks
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Ignoring the 30 percent cut and pricing too low. Model your store with the fee in mind
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Relying only on Creator Rewards without strong retention. Make a loop that brings Premium players back and give them reasons to spend
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Showing ads to kids under 13 or failing to disclose a sponsor. Both can get you hit
Private note on the market in 2025
Creator earnings are up. Roblox reported higher creator payouts in 2025 and raised the DevEx rate in September 2025. Ads and Creator Rewards are rolling out wider. This is detailed in the Roblox Economic Impact Report on September 4, 2025, and the DevEx change was announced the next day. Translation, there is more money flowing if your game holds people and sells clean value.
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About the author

Alex David Du
I’m Alex. I’m 28, born in Brazil, studied computer science, and writing is how I communicate best. I cover gaming, tech, simple ways to make money online, and other things I find interesting. I also love coding and building projects that bring ideas to life.
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