Ads for Creators: RDC Recap and What’s Next

Look forward to an improved Ads Manager flow, more Ad Credits, enhanced ads reporting, and more.


Hi Creators,

This year, we’ve deepened our investment in our advertising solutions to help you unlock your full potential on the platform. Post-RDC, we wanted to share a summary of this year’s progress, and look forward to some of the updates to come.

TLDR:

Helping you grow and reach more users

Ads can help bring new players to your game, and keep them coming back.

This year, we launched a whole new Ads Manager, with over 40 improvements to help you get more players, at lower cost, in less time than ever before.

  • Campaign creation is now far easier. You can now create a campaign in just three steps, built around your objectives. Just tell us your goal, and we’ll help find you players aligned with that goal.
  • The cost to get a player to join your game, or cost-per-play, is now over 71% cheaper thanks to performance improvements under the hood. You can now get a player into your experience for less than $0.01.

Over 45,000 of you have already used Ads Manager this year - up 70% on last year.

  • Ads now play a key role at helping your game get discovered: The 5 newest experiences to reach the top 20 by earnings all started with Sponsored Experience ads, helping open the door to wider discovery.
  • Ads is helping established games attract new and relevant users: Conversion lift studies we ran showed that the typical experience running ads sees a 150% lift in impressions, a 24% increase in plays, and a 16% increase in playtime. Numbers can vary based on your level of spend.

There is so much more to come! At RDC, we shared a few major upcoming launches which we’re excited to get into your hands.

What We Announced at RDC

Enhanced Ad Reporting in Creator Analytics (Late 2025)

Understanding how different audiences discover and engage with your content is a powerful lever to grow any experience. That’s why we’re excited to enhance Creator Analytics with new tools that illuminate the unique journey of your viewers, based on how they found you.

Coming later this year, you’ll see detailed acquisition and retention metrics for each growth source. This will help answer a key question we often hear: “How do users from different sources contribute to my channel’s success?” By seeing the distinct behaviors of each audience segment, you can learn how they complement each other to build a thriving and diverse community.

Search into the new Ads Manager flow (Late 2025)

We have heard the feedback about wanting simpler, more scalable search ads.

We’ll bring Search into the new Ads Manager flow, which will enable you to seamlessly show up in the promoted Search results to reach more users who may be interested in your game.

We’re also working on bringing Sponsored Experience ads to more engaging formats and destinations, and will have more to share on this very soon!

Co-marketing to help you reach users off-site (Late 2025)

We are testing a new program with select creators where our experienced growth marketing team runs your ads across major off-Roblox platforms, reaching relevant users and bringing them directly into your experience.

Other games bringing new users to Roblox can benefit you, as new players find their favorite experiences on the platform! Over time, we want this to become as seamless as running on-platform ads for all creators, to find the best users for your game, wherever they are.

To learn more about this program, please sign up here.

New Maximize Spend Objective (Early 2026)

This year, we made Ads Manager goal-based to help you drive engagement and plays from users at different stages of their life cycle. At RDC, we announced that early next year, we’re launching a new monetization-based objective: Maximize Spend, which will optimize towards users most likely to spend time and money in your experience.

More Ad Credits with your Robux

In line with our DevEx announcement, you will now get 8.5% more value when buying Ad Credits with Robux! 1 Ad Credit now costs 263 Robux, down from 285 Robux prior to RDC.

Helping you earn more within your experience

We’re building for a world where you can make meaningful money from ads within your game —with full control over how they work alongside your other monetization tactics.

This year, we launched one such format, Rewarded Video ads. Over 100 experiences already have Rewarded Video in them, and the results are already speaking for themselves. The creators of Brookhaven are already earning five figures monthly, while creators of other games like Easy Glass Bridge have seen earnings go up by more than 40%.

We recently expanded Rewarded Video to all ad eligible Windows PCs, where we are seeing users spend more time and money within experiences after engaging with a reward.

Rewarded Video for more creators (Late 2025)

We’re just getting started here as well. At RDC, we announced that Rewarded Video ads will soon be live for tens of thousands more creators to use as an additional way to earn on Roblox.

We’ll share an update in the coming weeks which will help you learn about your eligibility.

More controls, functionality, and reporting for ads within your experience (Late 2025)

It’s not just the ways to earn, it’s also who you can earn from. Whether it’s new users, casuals, or your top fans, we want to give you the tools that enable you to build the right choices for all users into your games, so you can maximize your earnings.

To help you do this, we’re investing in giving you more controls, functionality, and reporting so you can better manage ads and your earnings. This will allow you to control the ad experience of your users, and give you more choice over when you show ads.

We’re also bringing more advertising data into your monetization dashboard, so you can see how your ads are working alongside your other monetization tactics.

We intentionally design all of our advertising solutions to be a win/win/win for creators, brands, and users.

As we continue to build, we want to do so with your feedback, and this goal in mind. Please share your comments below!

Thank you.

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This topic was automatically opened after 10 minutes.

Brookhaven has between 500,000 and 1,000,000 CCU and they’re earning five figures a month? That’s… really not good.

Do you believe it’s worth doing this for most games, which are generally speaking quite a bit smaller than Brookhaven? I don’t, personally. I wouldn’t risk alienating my players for an extra grand.

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Get ready for Roblox Ads offsite. We hope Roblox will earn more $.

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Good question! Our goal is to ensure any creator can make meaningful revenue from Rewarded Video, while being in control of how you choose to implement.

Brookhaven, and other developers are still in the early phases of their ramp period as they understand how best to integrate it into their experience. We have also seen others, like Easy Glass Bridge raise their total earnings by over 40% with a wider implementation.

The best part is, it’s totally up to you. On implementation, we give you the tools so you can ensure it’s a positive experience for your users. As part of our reporting and yield management, we’re also bringing in tools that can help you ensure that you’re benefitting the user experience.

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As a developer who actively uses the Ads Manager, I’m happy to see it getting improvements. This feature has really improved from it’s inception, and I use it in every new game I release now.


I do have a small feedback into the UI design of the Ads Manager — currently, ads which have been set to "Run Continuously" always shows up in the Ad Campaign list, even if they are paused and not in use. This leads to a ton of irrelevant and old campaigns being shown in the list, even when the date filter is on "Last 7 Days".

It would be nice if the date filter also applies to those ads.

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40% over what though? If you’re making $10 a month, 40% is only $4.

I’m not familiar with Easy Glass Bridge, but how well monetized were they before? What does 40% represent? Tens of dollars? Thousands? It changes things dramatically.

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is the attached video a UI mockup, or a look at a potential new Creator Hub dashboard design?

i’m not sure either, given the volume of games with similar names…

https://www.roblox.com/games/8034026074/Easy-Glass-Bridge-Possible-Squid-Game#!/store
https://www.roblox.com/games/17210843139/Easy-Squid-Game-3-Possible-Glass-Bridge
https://www.roblox.com/games/122033817415390/Easy-Glass-Bridge-Challenge

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I just played the game referenced, and I’m not impressed for this being an example. It’s a game where you jump across a straight line to the end, where halfway in you’re prompted to watch an ad to skip to the end entirely. Other than that, there’s billboard ads that haven’t played anything yet, and a third party boombox gamepass.
You cannot seriously tell me that this game makes enough for a 40% increase to be considered significant, especially when there isn’t any stickiness, let alone any day 1 retention. (you cannot restart the game once you beat it) I went on an alt account after beating it on my main to see if anything would be different for me, and there really wasn’t.

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its all cool and stuff, but you probably shouldnt have restricted some countries (like mine, russia) from seeing literally any advertisements on the platform.

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Will developers be able to have ads in their experience without needing ID-verification anytime soon?

Thanks for the feedback - great to hear you’re using Ads Manager as part of your release strategy.

Better ways to manage active & paused campaigns is something we’re thinking about - so we’ll take this onboard as we continue to improve it. Keep the feedback coming!

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Are there plans or discussions to build Ads products allowing UGC creators to advertise their items on the marketplace?

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I remember discussing to the team in Gamescom about the issue of marketing Roblox games from off site platforms like TikTok in particular due to TikTok censoring Roblox game links in their comments & you can’t put links on your bio so even if viewers wanted to play the game, they are only left with searching it up…

But thankfully… Roblox adopting its own off site ad campaign makes this frictionless so thank you! :heart_on_fire:

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I’m sure this is all cool and such but all I want to happen is for User Ads to come back and for roblox to offer some solution to the problem where an ad campaign leaves you with 6.47 credits that you can’t do anything with except buy 10 more since roblox does not let you start a campaign at all if you don’t have 10 credits (even if the spend ends up to be less than 10), and you also can’t buy the missing 3.53, only 10 or more

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It was nice talking to your team at RDC. Looking forward to seeing these changes roll out.

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Maybe they mean they’re earning five figures a month from just the ad system alone?

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Right but that’s… not very much for a game the size of Brookhaven. It’s obviously worth it, I guess, but games are usually undermonetized and it’s probably worth investing in that over ads if that’s how little they make you.

Would appreciate an answer to my question from the previous announcement

Hi :waving_hand: I am the dev for easy glass bridge. I wanted to keep my game as free-to-play as possible, so it has pretty low monetization (there is 1 game pass). I decided to add Rewarded Video because it allowed me to earn more than just premium payouts, while also keeping the free-to-play aspect of the game. Personally I think it could be helpful for those who are looking for ways to monetize their game.

And even if you already have some decent monetization in your game, I still think its a great way to earn money on the side too.

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