| 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 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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