New: BloxMaps v4 is out: our biggest upgrade yet. Full Roblox games from one prompt, new Build A ___ Empire games, music in every game
Guide

How to make a Roblox game that makes Robux

A Roblox game makes Robux when players enjoy it enough to buy something that makes it better. This guide is the practical side: what to sell, what to charge, where to show it, how to wire it and which rules you can't break. The prices come from the starting shops our Game Maker builds for each genre, so you can see real numbers instead of guesses.

Updated ยท by the BloxMaps team

No guide can promise you Robux, and this one doesn't. Most games earn little; a few earn a lot. What follows makes it possible for a game to earn. Whether it does depends on players.

Step 1: make it fun for free players

Almost every player in almost every game never buys anything. They still matter: they fill servers, invite friends and are the audience the buyers want to show off to. So the first job isn't the shop, it's the first minute: a player should know what to do, do it, and get a reward before they think about leaving.

  • One clear goal on screen from the start (collect, grow, survive, reach the next stage).
  • A reward in the first minute: the first coins, the first pet, the first stage cleared.
  • A reason to come back tomorrow: a daily streak, a crop that finishes growing, a new zone almost unlocked.

Roblox also pays creators through Premium Payouts, based on how long Roblox Premium members play your game, without anyone buying anything. A game people like to stay in earns from that too (details in how Roblox developers make money).

The Free Rewards window of a game made with the Game Maker: a 28-day daily streak of coins, gems, boosts and an egg on the last day
A free daily streak in a game made with the BloxMaps Game Maker: a reason to come back that costs players nothing.

Step 2: pick what to sell

Roblox gives you two things to sell inside a game, and good shops use both:

Game passDeveloper product
BoughtOnce, kept foreverAgain and again
Good forA permanent perk: VIP, 2x coins, auto-collect, a bigger backpack, a cosmeticSomething used up: a coin pack, a revive, a stage skip, a 15-minute boost
The server checksWhether the player owns it, each time they joinEach receipt, once, in ProcessReceipt

A first game needs fewer items than you think. Our Game Maker's starting shops have between 3 and 7 game passes per genre, plus a few products. What sells best is usually one of these:

  • Comfort: doing the same thing faster or with less walking (auto-collect, 2x speed, auto-harvest).
  • More of the core loop: a multiplier on the main currency, more pet slots, a bigger plot.
  • Status: a VIP tag, a trail, a skin. Cosmetics are the fairest thing to sell: they don't change who wins.
  • A way past a wall: a stage skip or a revive, offered at the moment a player is stuck.

What to leave out: anything that makes the game unwinnable without paying, or a pass that makes a paying player beat free players in a fair fight. Those drive free players away, and the paying ones follow.

The shop of a grow and steal game made with the Game Maker: Tools, Bundles, Passes, Seeds and Cash tabs, with three bundles at 99, 499 and 999 Robux
A small, a middle and a big offer side by side: the shop of a grow and steal game made with the Game Maker.

Step 3: starting prices by genre

Price is the part people guess at most. Here are the starting prices the BloxMaps Game Maker puts in each genre's shop, read straight from its format data. They follow what popular games of each kind charge, but they're a start, not a proven best price: change them once you see what your players buy.

GenreGame passes (Robux)Developer products (Robux)
Simulator VIP 399 R$; 2x Luck 249 R$; Triple Hatch 299 R$; Auto Mine 249 R$; x8 Hatch 599 R$; 2x Coins 199 R$; +3 Pet Slots 199 R$ 2x Luck (15 min) 49 R$ (repeat buy); Super Egg 99 R$ (random, odds shown); Roll x10 49 R$ (random, odds shown); Skip All Gifts 49 R$ (repeat buy); Skip Rebirth 79 R$ (repeat buy)
Grow & steal VIP Gardener 299 R$; 2x Coins 249 R$; Auto Harvest 299 R$; Bigger Garden 199 R$; Longer Base Lock 149 R$ Base Lock (10 min) 29 R$ (repeat buy); Restock Seeds 49 R$ (repeat buy); Instant Grow 19 R$ (repeat buy); Seed Pack 79 R$ (random, odds shown); cash packs 49 / 199 / 499 / 999 R$ (currency packs)
Tycoon 2x Coins 399 R$; Auto Collect 199 R$; VIP 499 R$; 2x Machine Speed 149 R$; Radio Pass 149 R$ cash packs 99 / 149 / 399 / 799 R$ (currency packs); Skip Rebirth 79 R$ (repeat buy)
Obby with skips Gravity Coil 95 R$; 2x Speed 149 R$; VIP 75 R$; 2x Coins 99 R$; Rainbow Trail 49 R$ Skip 1 Stage 19 R$ (repeat buy); Skip 3 Stages 49 R$ (repeat buy); Skip 10 Stages 129 R$ (repeat buy); Skip 25 Stages 279 R$ (repeat buy); Skip 50 Stages 499 R$ (repeat buy)
Anime tower defense VIP 399 R$; 2x Game Speed 199 R$; +1 Unit Slot 249 R$; Shiny Hunter 299 R$; 2x Coins 199 R$ gem packs 49 / 199 / 499 / 999 R$ (currency packs); Battle Pass Premium 499 R$ (season pass); 2x Luck (30 min) 49 R$ (repeat buy)
Horror (chapters / co-op) VIP 99 R$; Flashlight 59 R$; Medic Class 199 R$; +2 Backpack Slots 149 R$ Skip Level 49 R$ (repeat buy); Extra Life 25 R$ (repeat buy); diamond packs 49 / 199 / 499 R$ (currency packs)
Murder mystery rounds VIP 299 R$; Radio Pass 149 R$; Elite Pass 399 R$; 2x XP 199 R$ Knife Crate 99 R$ (random, odds shown); Gun Crate 99 R$ (random, odds shown); Battle Pass Premium 499 R$ (season pass); coin packs 49 / 199 / 499 R$ (currency packs)
Battle royale VIP 299 R$; 2x Credits 199 R$; Extra Loadout 149 R$ Skin Case 99 R$ (random, odds shown); Battle Pass Premium 499 R$ (season pass); credit packs 49 / 199 / 499 R$ (currency packs)
Adventure RPG 2x XP 299 R$; VIP 399 R$; +Storage 199 R$; 2x Drops 349 R$ Power Spin 99 R$ (random, odds shown); gem packs 49 / 199 / 499 / 999 R$ (currency packs)
Racing with a garage VIP 299 R$; 2x Coins 249 R$; Nitro Tank+ 149 R$; Rainbow Underglow 99 R$ cash packs 49 / 199 / 499 / 999 R$ (currency packs)

"Coins" and "Mine" stand for the game's own currency and action (a pet game's 2x Coins might be 2x Gems). Read from the Game Maker's 31 public formats on 2026-10-16.

Across all 31 formats there are 104 starting game passes, priced from 49 to 599 Robux with a middle price of 199. VIP passes run from 75 to 499 (middle: 299). 26 formats start their currency packs at 49 Robux. A few patterns are worth copying:

  • A cheap first item. A 19-49 Robux product (a skip, a revive, a small pack) is the easiest first purchase. Once someone has bought once, the second purchase is less of a step.
  • Small, middle, big. Currency packs come in three or four sizes. Giving a little more per Robux in the bigger packs is common, and it makes the middle one look like the sensible choice.
  • Genre decides the ceiling. Obbies and horror games sell cheap passes (a VIP under 100 Robux in our horror formats); simulators and tycoons, where players stay for weeks, carry higher ones.
  • Size the packs to the economy. A coin pack should buy something meaningful in your game, not a millionth of it and not everything at once. The Game Maker sizes its packs from each format's own prices for that reason.

Step 4: put the shop where players look

A shop nobody opens sells nothing, and a shop that pops up every ten seconds gets players to leave. What works:

  • A shop button on the HUD, always in the same place, with clear tabs (passes, products, currency).
  • An offer at the moment it helps. The Game Maker's games offer Triple Hatch after the tenth egg, a Base Lock right after someone steals from your plot, and a stage skip after three failed tries in an obby. Each offer has a cooldown and a per-session cap.
  • No pressure after a loss. After two tower defense defeats, our games show a tip ("upgrade your units"), not a sale.
  • A starter pack that waits. Ours appears after 90 seconds of play, not on spawn, and stays on sale for a real 72 hours, not a fake countdown that restarts.

The look of the shop matters too: real item pictures, prices on big buttons, and screens that fit a phone. The shop GUI guide covers the layout, and the UI maker designs one for you.

Step 5: wire the purchases on the server

Every purchase has three parts: the button shows Roblox's purchase prompt (MarketplaceService), the server grants the item, and the server saves it. The rules that keep it safe:

  • Never trust the client. A LocalScript can open the prompt, but only a server Script gives the item.
  • Passes: check UserOwnsGamePassAsync when the player joins and when the purchase finishes.
  • Products: grant them in ProcessReceipt, save, and only then return PurchaseGranted, so a crash never takes a player's Robux without giving the item. Only one script may set ProcessReceipt.

The full code, step by step, is in our game passes and developer products guide. A game file from the BloxMaps Game Maker already has all of this: you create the passes and products for your game on Roblox, paste their IDs into one script (GameData), and until you do, those buttons say "Not for sale yet".

Step 6: show the odds

Eggs, crates, summons and spins that cost Robux, or that cost something bought with Robux, must show the chance of every outcome before the player buys. That's a Roblox rule, not a nice extra. Our Game Maker checks it on every build: a paid random item whose chances don't add up to exactly 100% is corrected so the odds a player reads are complete.

The summon banner of a tower defense game made with the Game Maker: a mythic unit with every drop chance shown next to the x1 and x10 summon buttons
Odds on the banner, next to the buy buttons.

Roblox also limits paid random items in some countries; its PolicyService tells your game when a player can't be shown them.

Step 7: test, publish and watch

  1. Test in Studio. Purchases made while testing in Studio are test purchases: no Robux are spent, so you can check every button grants what it says, and that it's still there after you rejoin.
  2. Test on a phone screen with Studio's device emulator: a shop that's cut off on a phone loses most buyers.
  3. Publish (how to publish a Roblox game), then read your experience's analytics in Creator Hub after a few days: how long players stay, how many come back, which items sell.
  4. Fix the weakest step first. If players leave in the first minute, no price change will help. If they stay but don't buy, look at what you sell and where it's shown.

What gets games in trouble

  • Sending players off Roblox to pay, or links to outside sites in your game.
  • Paid random items without odds, or "free" rewards that secretly need a purchase.
  • Fake timers and guilt messages ("only 2 left!", "don't you want to support us?").
  • Pay-to-win in competitive modes: players notice, and they leave.
  • Anyone selling a "Robux method" or asking for your password: it's a scam.

More: every way creators earn (Premium Payouts, subscriptions, ads, UGC, DevEx) is in how Roblox developers make money. Not sure which kind of game to make? Browse Roblox game ideas or start from a format in Roblox game templates.

Questions

How much Robux can a Roblox game make?

There's no typical number. Most games earn little or nothing and a few earn a lot; what decides it is how many people play, how long they stay and whether they come back. Nobody can promise earnings, and we don't.

Should I sell game passes or developer products?

Both. A game pass is bought once and kept forever (VIP, 2x coins, a bigger backpack). A developer product can be bought again and again (a coin pack, a revive, a stage skip). See how to set them up.

Do I keep all the Robux from a sale?

No. Roblox keeps a share of each game pass and developer product sale, and the rest goes to the game's owner. Check Roblox's monetization docs for the current split and rules.

Can I turn the Robux into real money?

Earned Robux can be exchanged through Roblox's Developer Exchange (DevEx), which has age, account and minimum-balance requirements. See how Roblox developers make money.

Does a BloxMaps game come with a shop?

Yes. The Game Maker builds the shop, the game passes and developer products for the game's genre, connected to Roblox's purchase prompts, at the starting prices on this page. You create the real passes and products for your own game on Roblox and put their IDs in, and you can change every price.

Will my game make Robux?

Nobody can promise that. A shop, game passes and developer products give players a way to support your game, but how many people play and buy depends on your idea, your thumbnail, your updates and luck.

Make a Roblox game from one sentence

Describe your idea. Get the map, UI, shop and gameplay in one Roblox Studio file. Free to build and preview.

Make a gameFree to try