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by WaxProlix 93 days ago
Post-appstore cut it's 42%, which is high but doesn't seem crazy. The unsuccessful attempts and idle piddling all need to be subsidized to allow the successes to exist in the first place, and I suspect we all know better than to undercount cloud, hosting, SRE, and staffing costs. They're all ongoing and pretty painful, and getting a shot at creating something with effectively zero downside risk (vs making a game in Godot and building/buying all of the other parts yourself or with staff) will always come with a lower upside.
1 comments

> Post-appstore cut it's 42%

That’s ~60% of the post AppStore cut or 42% of the total. If they took 42% of what remained developers would be getting more money than them.

Further there’s no App Store cut when people buy this stuff on PC. The platform is ridiculously exploitive.

> Further there’s no App Store cut when people buy this stuff on PC.

Plenty of PC Roblox users use a version of Roblox downloaded through the Microsoft Store, whom charge a 12% cut on all money spent on gaming apps <https://learn.microsoft.com/en-us/windows/apps/publish/publi...>. The only place where no app store cut applies is when purchasing Roblox products through the non-Microsoft Store PC app or through the website. Surprise, doing this gets the user ~20% more Robux than buying through an app store <https://www.roblox.com/upgrades/robux>.

If a user buys Robux through a platform where the app store fee isn't charged, then it isn't charged to developers either because the user will receive, and thus spend, more Robux. Creator rewards work differently to ensure that developers owning experiences played primarily by app store users aren't unfairly punished by this <https://create.roblox.com/docs/creator-rewards>.

> whom charge a 12% cut on all money spent on gaming apps

How ridiculous, why that’s almost as high as what Roblox does below.

> ~20% more Robux than buying through an app store

1 / 0.7 = 43% more money.

Which might not be such a big deal except it clearly show the kind of Hollywood accounting going on in their other posts.

> 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 = 43% more money.

Can you clarify where the 0.7 is from? My assumption is that it's from the 30% fee charged by some app stores, though not every app store charges the same fee so not using an average figure isn't truly representative of how much more money Roblox & its developers would actually earn in the event that there were no such fees.

> except it clearly show the kind of Hollywood accounting going on in their other posts.

Do point out mistakes if you see any, I would be happy to correct them (-: I made another comment on how different methods of purchasing Robux affects the value at <https://news.ycombinator.com/item?id=47340570> if that helps clear things up.

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. https://www.roblox.com/upgrades/robux

Of course they ignore this only saying app stores and payment platforms get a 22% cut. Ok sure you have some average numbers of Roblox per dollar and then work out an exchange rate sure that’s reasonable.

But wait on that page: users can now receive up to 25% more Robux when purchasing through gift cards, computer, or web. This extra Robux translates into higher revenue shares on Robux purchased on those channels. (As high as 25% or less than 7%) So now they aren’t averaging the exchange rate instead doing yet another calculation even though a 20$ purchase on their store has a worse exchange rate than a 200$ purchase on the App Store…

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…

But like trust US bro 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 if such a lopsided deal is still presented with such weasel wording.

> 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.

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