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Roblox is minting teen millionaires

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Re: Roblox is minting teen millionaires

#301

Earlier quoted context omitted.

>If being more open and public correlates strongly enough with "links pedophiles with children", then yeah, true. I expect Roblox to do plenty to improve its platform safety with their track record. The recent introduction of their ID verification system to prevent communication between users outside of specified age buckets, solely in the context of improving child safety, is working and significantly reducing cases…

> What are you, their PR agent? To clarify, no https://news.ycombinator.com/item?id=47334849 >. I don't have any affiliation with Roblox Corporation, and I hope this will be able to make clear to you that my intention is to debate this matter in good faith. > It doesn't really matter if you agree that it does. It is a fact that it does. This isn't particularly constructive. Roblox publishes monthly updates on their s…

> There isn't any similarly concrete evidence to claim that Roblox directly facilitates links between child sexual abusers and children, so the difference between opinion and fact from that side of the argument is moot

You're kidding right?

Re: Roblox is minting teen millionaires

#302
post #294

Earlier quoted context omitted.

> How ridiculous The default app store cut for most other platforms (Google Play, Apple App Store) that Roblox operates on is 30% (and similar for other distribution platforms, such as Steam), so in the grander scheme 12% isn't even that ridiculous. Including payment processing fees, this averages out to the 22% mentioned at https://create.roblox.com/docs/monetize-experiences > for all of Roblox's sales. > 1 / 0.7 =…

I was being sarcastic with my how ridiculous post. > mistakes if you see any https://create.roblox.com/docs/monetize-experiences First no mention of the float between purchase of Roblox and transactions, but whatever platforms regularly pull that one. As to Hollywood accounting. There is no single exchange rate between dollars and Roblox on a platform, a 5$ purchase = 5:4 on App Store, but a 100$ purchase is a 1:1. h…

> I was being sarcastic with my how ridiculous post.

I see. I apologise for failing to pick that up.

> There is no single exchange rate between dollars and Roblox on a platform

> Meanwhile an account with 6k Roblox at time of purchase may have been filled by some gift cards and some App Store purchases at different ratios over time while the user is spending money on the platform meaning that 6k doesn’t actually correspond cleanly to either App Store or gift cards Roblox

Indeed there is not any single fiat -> Robux exchange rate, nor has there ever been. I don't have any reason to believe this is a bad state of affairs, and you've provided most of the reason for why there isn't. Even on platforms with no app store fees, there will still be payment processing fees, which the larger "better-value" packages exist to reduce these fees to give more money to developers in the case that there's a flat fee for each transaction.

> Ok sure you have some average numbers of Roblox per dollar and then work out an exchange rate sure that’s reasonable.

If the target is to have a consistent exchange rate, maybe this is doable for new Robux entering the platform. Perhaps moreso given that the price of Robux has remained remarkably consistent over the years, in no small part due to the various fees on the platform (mainly the Marketplace fee and experience pass/product fees) protecting it from hyperinflation. Yet there are billions of Robux already in the economy that don't follow these rules.

The Robux spent on an experience is probably earned from the purchase of Robux or Roblox Premium at a variable package exchange rate, also dependent on the currency of purchase. But it could be from Creator Rewards https://create.roblox.com/docs/creator-rewards>, with the amount differing depending on when the player joined the platform and how many experiences they played that day. Or it could be old Robux from a package with an exchange rate that no longer exists. Or it could be from the Robux already paid out to an experience, which the experience developer decided to spend on another experience, thoroughly blending any previously distinct exchange rates. Or it could be from the legacy pre-2016 currency exchange system and not have any defined exchange rate. Or it could be from a user who previously owned a lifetime Builder's Club subscription, which is now grandfathered in to Roblox Premium, and receives Robux monthly despite only making a one-time payment.

My point here is to demonstrate that attempting to create such a fiat -> Robux exchange rate figure isn't really feasible, or that if one did exist it wouldn't be accurate. Nor would I think it to be particularly useful either; the main exchange rate that matters to developers is the Robux -> fiat one (for how much Robux is going into their experiences and how much they can DevEx from it), which is very clear and very well-defined – since September 2025, it's 0.0038 USD per Robux https://create.roblox.com/dashboard/devex>.

> even if we aren’t saying what the actual formula is it’s fine. I can’t help but wonder what the actual numbers look like

The chart on the monetisation section of the creator documentation represents the "estimated utilization of each dollar spent in an experience on Roblox". Roblox has calculated this from their total user spending on Robux, the total Robux spent on games (which has also been through the experience pass/product fees clearly mentioned at the bottom of that page), and their total other expenditure (developer costs & support + their own share & investment), because as seen above, they don't have a consistent exchange rate to calculate player purchases based solely on the amount of Robux in circulation.

(comment continued in reply)

Re: Roblox is minting teen millionaires

#303
post #294

Earlier quoted context omitted.

I was being sarcastic with my how ridiculous post. > mistakes if you see any https://create.roblox.com/docs/monetize-experiences First no mention of the float between purchase of Roblox and transactions, but whatever platforms regularly pull that one. As to Hollywood accounting. There is no single exchange rate between dollars and Roblox on a platform, a 5$ purchase = 5:4 on App Store, but a 100$ purchase is a 1:1. h…

> I was being sarcastic with my how ridiculous post. I see. I apologise for failing to pick that up. > There is no single exchange rate between dollars and Roblox on a platform > Meanwhile an account with 6k Roblox at time of purchase may have been filled by some gift cards and some App Store purchases at different ratios over time while the user is spending money on the platform meaning that 6k doesn’t actually corr…

> But like trust US bro

We don't have to trust them. We can make an educated guess right here based on the analytical data Roblox provides, both for the entire platform & tailored to each experience, the price of Robux, and the DevEx rate. This is far from the data we need to make a precise prediction, though we can still get a ballpark estimate and check it against Roblox's own figures.

The most popular Robux package is the 1000 Robux one. Well, not really, it turns out it's actually the Premium 1000 subscription, which for the same sales price provides 1000 Robux alongside Creator Rewards for the experiences they join for the next 60 days. This could be anywhere from 0 to 3 * 5 * 60 = 900 Robux https://create.roblox.com/docs/creator-rewards>, alongside a 35% share of what they spent on the package if they're a new or returning user.

The price for Premium subscriptions and Robux packages differs regionally. For me, it's 9.99 GBP for Premium 1000, whereas in the US, where most Roblox users are based https://create.roblox.com/docs/production/roblox-user-base>, it's 9.99 USD. We'll go with the 9.99 USD figure as it's most likely what a paying user is actually spending and it's in the same currency as the DevEx return rate.

Assume a user that purchases such a subscription then spends all 1000 Robux on one or more passes or products inside of an experience. We'll assume that the creator of the pass/product is the same as the creator of the experience, so the 10% affiliate fee + 60% creator earnings makes for 70% for the experience developer, with the remaining 30% taken by the platform. This could just as easily be substituted for anything else with an equivalent 70% fee, such as Marketplace products at their lowest fee rate, or plugins/paid access priced in Robux (pricing these in local currency wouldn't be subject to the DevEx fees). This deposits a total of 1000 * 70%, or 700 Robux, into the accounts/ownership groups of the experience creators. Assuming the developers immediately take this Robux and exchange it, this will give them fiat. This results in a total of 700 * the DevEx rate of 0.0038, or 2.66 USD. This is profit for the developer.

Now for the Creator Rewards. We'll start with the maximum possible Daily Engagement Rewards of 450 Robux. This goes directly to experience creators, with no Marketplace/product fee, who will DevEx it to produce 450 * 0.0038 = 1.71 USD. This is the maximum possible figure and is almost never actually achieved on the platform. Next up, the Audience Expansion Rewards, which will be 9.99 USD * 35%, or 3.50 USD, if and only if the user is new or returning to the platform.

To sum it up, this is 2.66 from DevEx + up to 1.71 from Daily Engagement + maybe 3.50 from Audience Expansion. The DevEx figure is now correct, whereas the Daily Engagement and Audience Expansion figures could use some work.

From the most recent statistics available, Roblox has 36.7 million paying Monthly Active Users, or Monthly Unique Payers https://ir.roblox.com/financials/quarterly-results>. However, only about 37.7%, or 13.8 million of these, are Daily Active Users. Thus we'll assume our average Premium subscriber is active 37.7% of the time, or about 11.5 days each month, so 22 of every 60 days. If they play only 1 experience a day, this is 5 * 22 = 110 Robux, or 110 * 0.0038 = 0.418 USD, and if they play 3, that's 3 * 5 * 22 = 330, or 330 * 0.0038 = 1.254 USD. To reiterate where these numbers came from, Daily Engagement is 5 Robux per day for 60 days after purchase, given to each experience played for more than 10 total minutes, with a maximum of 3. We're multiplying this by the DevEx rate as we assume that's what the developer does with it upon reception.

So 2.66 + 0.418 = 3.078 USD for the lower average, which we'll use for these calculation purposes, from DevEx specifically. That's the best estimate I can give with the time I have, the Audience Expansion figure I'll leave off entirely as it doesn't go through DevEx and I can't give any specific statistics for when it happens other than "sometimes".

So, normalised per in-experience dollar spent, that's a rough estimate of 3.078 / 9.99 = 30.8% which is exchanged through the Developer Exchange programme to be given to developers as profit. Compared to the 25-28% that Roblox shows on their Monetisation documentation page (pre-increase, this would be 27-31% now, also given there's some overlap with the Creator Rewards section of the chart which we also calculated the figures for), it's pretty close, without having to trust any of their figures (apart from their own earnings reports, which are heavily scrutinised and legally required to be sufficiently accurate). The remaining portion is split between Roblox and the developer, at a rate probably similar to that shown in the same chart. The same could be done for any developer which has a more accurate figure of Audience Expansion Rewards or Extended Services usage payments to work out more of the areas in the same chart.

> such a lopsided deal is still presented with such weasel wording.

It is very clear to any developer with experience with Roblox's economic system that this isn't at all lopsided, and is in fact fairly balanced. Based on an educated perception of an average user, I've derived similar figures to what is shown on their monetisation documentation, so I have strong reason to believe that they're accurate. If we want our very own estimates, the amount taken by the developer through DevEx is "about" 30%, and the amount taken by Roblox for their own investment is similar. This leaves "about" 40% to be spent on the developers for their own infrastructure. No real developer needs to calculate these figures for themselves, I've just done so here solely for demonstration purposes.

The combined payment of services and profit is the full package of what's provided by Roblox and it would be uninformed to claim it as anything else or try to say that the developer paying for their own similar services would be far more cost-effective. None of this is weasel wording nor exploitative of developers on Roblox's part. It's just a different deal with more supportive ways of earning and different parties paying for the same resources. If one were to prefer this deal, they should use the platform. If they don't, they shouldn't. It's not better or worse for either party, it's just different.

Re: Roblox is minting teen millionaires

#304

Earlier quoted context omitted.

> What are you, their PR agent? To clarify, no https://news.ycombinator.com/item?id=47334849 >. I don't have any affiliation with Roblox Corporation, and I hope this will be able to make clear to you that my intention is to debate this matter in good faith. > It doesn't really matter if you agree that it does. It is a fact that it does. This isn't particularly constructive. Roblox publishes monthly updates on their s…

> There isn't any similarly concrete evidence to claim that Roblox directly facilitates links between child sexual abusers and children, so the difference between opinion and fact from that side of the argument is moot You're kidding right?

No. Many legal cases were brought against Roblox due to these claims. Roblox implemented their new safety and age checks, and since then, none of these cases have progressed since because the evidence the provided by them for such is no longer relevant.

If there's any such evidence that I've missed, please do bring it to my attention by providing it.

Re: Roblox is minting teen millionaires

#305

Earlier quoted context omitted.

> I was being sarcastic with my how ridiculous post. I see. I apologise for failing to pick that up. > There is no single exchange rate between dollars and Roblox on a platform > Meanwhile an account with 6k Roblox at time of purchase may have been filled by some gift cards and some App Store purchases at different ratios over time while the user is spending money on the platform meaning that 6k doesn’t actually corr…

> But like trust US bro We don't have to trust them. We can make an educated guess right here based on the analytical data Roblox provides, both for the entire platform & tailored to each experience, the price of Robux, and the DevEx rate. This is far from the data we need to make a precise prediction, though we can still get a ballpark estimate and check it against Roblox's own figures. The most popular Robux packag…

> Or it could be from a user who previously owned a lifetime Builder's Club subscription, which is now grandfathered in to Roblox Premium, and receives Robux monthly despite only making a one-time payment.

> My point here is to demonstrate that attempting to create such a fiat -> Robux exchange rate figure isn't really feasible, or that if one did exist it wouldn't be accurate. Nor would I think it to be particularly useful either; the main exchange rate that matters to developers is the Robux -> fiat one (for how much Robux is going into their experiences and how much they can DevEx from it), which is very clear and very well-defined – since September 2025, it's 0.0038 USD per Robux https://create.roblox.com/dashboard/devex>.

If there is not some USD -> Robux calculation then there’s no way to say what percentage payout 0.0038 USD per Robux represents.

Ultimately the company can create Robux from thin air, what matters is the total amount created year vs the total money coming into the system each year. IE company could give every player some free Robux it’s just adding 0$ USD -> X Robux to the average.

Which is why the statement about treating some exchanges differently is so sketchy in terms of calculating what percentage a developer keeps.

Re: Roblox is minting teen millionaires

#306

Earlier quoted context omitted.

> There isn't any similarly concrete evidence to claim that Roblox directly facilitates links between child sexual abusers and children, so the difference between opinion and fact from that side of the argument is moot You're kidding right?

No. Many legal cases were brought against Roblox due to these claims. Roblox implemented their new safety and age checks, and since then, none of these cases have progressed since because the evidence the provided by them for such is no longer relevant. If there's any such evidence that I've missed, please do bring it to my attention by providing it.

But they were sued for what had already happened, not what would happen...

Re: Roblox is minting teen millionaires

#307

Earlier quoted context omitted.

> But they are not doing enough to protect children from predators and that's a huge legal and regulatory risk. I run a studio that makes Roblox experiences and this is Discord's problem, and will immediately become Telegram's problem the decade where parents and policy makers figure out its Discord's problem their kid went into an experience within Roblox so I can see that's the branding, the parent paid the kid's a…

>I run a studio that makes Roblox experiences and this is Discord's problem Not really if Roblox is the one connecting the pedos and kids in the first place and I don't see how that is remotely controversial.

what would you specifically like to happen, and how?

my supposition is about an efficient use of energy. people are spending a lot of energy inefficiently by trying to associate this issue - legally - with Roblox. I'm saying that people are asking the wrong questions and getting answers to those wrong questions, all while the problem persists because its happening elsewhere while being conflated with Roblox. All while despite the legal limitations, Roblox already has implemented changes far above and beyond what's required, while the problem still doesn't go away for a very specific reason of it not occuring on Roblox.

Re: Roblox is minting teen millionaires

#308

Earlier quoted context omitted.

>I run a studio that makes Roblox experiences and this is Discord's problem Not really if Roblox is the one connecting the pedos and kids in the first place and I don't see how that is remotely controversial.

what would you specifically like to happen, and how? my supposition is about an efficient use of energy. people are spending a lot of energy inefficiently by trying to associate this issue - legally - with Roblox. I'm saying that people are asking the wrong questions and getting answers to those wrong questions, all while the problem persists because its happening elsewhere while being conflated with Roblox. All whil…

They need to hire a sufficient amount of human monitors, I don't think it's that complicated at all. And people have to spend that energy because Roblox keeps connecting children with pedophiles.

> All while despite the legal limitations, Roblox already has implemented changes far above and beyond what's required, while the problem still doesn't go away for a very specific reason of it not occuring on Roblox.

I keep seeing people write this almost verbatim all over this thread.

Re: Roblox is minting teen millionaires

#309

Earlier quoted context omitted.

what would you specifically like to happen, and how? my supposition is about an efficient use of energy. people are spending a lot of energy inefficiently by trying to associate this issue - legally - with Roblox. I'm saying that people are asking the wrong questions and getting answers to those wrong questions, all while the problem persists because its happening elsewhere while being conflated with Roblox. All whil…

They need to hire a sufficient amount of human monitors, I don't think it's that complicated at all. And people have to spend that energy because Roblox keeps connecting children with pedophiles. > All while despite the legal limitations, Roblox already has implemented changes far above and beyond what's required, while the problem still doesn't go away for a very specific reason of it not occuring on Roblox. I keep…

I haven't read the rest of the thread, I respond from my comment history, so if people are writing the same thing, maybe there's some truth to it, are you familiar with the user experience on Roblox?

where many people can't chat with each other at all, but they can click to an external link or view instructions in an experience to join discord?

in this case, how would you modify the user experience?

Re: Roblox is minting teen millionaires

#310

Earlier quoted context omitted.

They need to hire a sufficient amount of human monitors, I don't think it's that complicated at all. And people have to spend that energy because Roblox keeps connecting children with pedophiles. > All while despite the legal limitations, Roblox already has implemented changes far above and beyond what's required, while the problem still doesn't go away for a very specific reason of it not occuring on Roblox. I keep…

I haven't read the rest of the thread, I respond from my comment history, so if people are writing the same thing, maybe there's some truth to it, are you familiar with the user experience on Roblox? where many people can't chat with each other at all, but they can click to an external link or view instructions in an experience to join discord? in this case, how would you modify the user experience?

>I haven't read the rest of the thread, I respond from my comment history, so if people are writing the same thing, maybe there's some truth to it

Could be. Could be something else.

>where many people can't chat with each other at all, but they can click to an external link or view instructions in an experience to join discord?

I already explained that they need to hire human monitors.

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