Ads Manager RDC Recap: Earnings, ROAS Reporting, & Incrementality


Hi Creators,

At RDC, we shared a set of updates about the future of Ads Manager that will give you better visibility into how your ad spend translates to earnings. Here’s a full breakdown of everything we announced, and a few new updates.

Ads Bring Incremental Plays To Your Game, Beyond Organic Sources

In May, we launched Unified Attribution to try to get closer to true incrementality for ads. We ran a series of incrementality studies (randomized controlled experiments) to verify our attribution models.

Across 21 ad campaigns studied:

  • All 21 campaigns brought incremental plays.

  • Users exposed to ads showed a median 14% lift in incremental play sessions versus users who weren’t.

  • With Ads, we observed a median 10% lift in D7 retained users.

Please fill out this survey if you would like to run an incrementality study alongside your ad campaign. Incrementality studies are only available for campaigns that use the ‘Plays’ objective.

[Full Release] Earnings Objective Is Now Available to Nearly 30,000 Games

In May, we launched the Earnings objective in beta. It helps you find players more likely to spend in your game, with a clear success metric: return on ad spend (ROAS). If you spend $100 on ads and earn back $100, that’s 100% ROAS. [See here how Ads handles attribution for different players who enter your game through ads]

Over 1,200 games* launched Earnings campaigns and nearly two out of three games that reinvested up to 4% of their earnings achieved ROAS above 100%.

The Earnings objective is now rolling out to eligible creators and will be available to nearly 30,000 games. If your game qualifies, you’ll see Earnings as an option in campaign setup in Ads Manager. We’ve also made the following improvements to ROAS Reporting to help you make budget decisions faster with more confidence:

  • Earnings are now shown in USD, in addition to Robux, to make calculations easier. This conversion accounts for higher conversion rates on some earnings.

  • Estimated Return on Ad Spend (ROAS) gives you an early read on your Earnings campaign’s performance, estimating final ROAS numbers weeks before your earnings fully accrue. This means you don’t have to pause your campaign or wait up to 30 days to decide whether to raise or lower your spend.

  • Earnings from Creator Rewards, Immersive Ads and Rewarded Video are now included in reporting

*Games ARPU 6 Robux or higher in H1 2026

Creator Spotlights

The team behind Ink Game joined us on stage during our RDC Breakout session. Here’s what they had to say about using Ads and Earnings objective in their game:

We’re also excited to share the results from Ink Game and Sell Lemons’ incrementality studies:

Quality of Life Improvements: Group Accounts, 18+ Ad Credit Conversion

Based on your feedback, we added several workflow and platform improvements:

  • Highly retentive games now get better ad distribution. Games that are highly retentive add platform value, and now Roblox is providing some of that value back to you in the form of ads distribution. A highly retentive game that advertises will see better distribution, ultimately leading to better CPPs and ROAS.

  • Sponsored Tiles are now available to users 13 and under. Sponsored Tiles will follow the same age-appropriate guardrails as our other ad formats. Tiles stick to age-appropriate categories and formats, carry a clear ad label, and are not based on personal data.

  • Ad Accounts for Groups. Use the Creator Hub workspace selector to run campaigns using group funds directly, no personal Robux transfer needed. Anyone with the group’s ad permission can access campaign history and stats, but you must opt-in first. We’ve heard that switching between groups makes it hard to track across multiple campaigns. Soon, we are shipping a fix that makes seeing all your campaigns across Groups easier.

  • US 18+ earned rate Robux conversion to ad credits. We’ve updated the Ad Credit purchase flow so it now uses eligible US 18+ DevEx earnings first and applies their enhanced value when you convert to Ad Credits. No action is required.

  • Video in Sponsored Tiles. Over the coming weeks, Sponsored Tiles will support the same Gameplay Videos used on Home, giving players a better look at your game before they click in. This format has performed well on Home, and you’ll soon be able to enable it from Campaign creation or edit.

  • Custom Date Range. You can now view reporting for any date range, making it easier to understand the performance of your campaigns and even view fully accrued ROAS with ease.

  • Campaign moderation review queues have now been shortened from hours to minutes.

Please share any feedback with us below. Thank you!


FAQs

Click here to view the FAQ:

How is incrementality measured?

  • We run randomized studies where a control group doesn’t see ads and an exposed group does. The difference in play sessions between the two groups is the incremental lift. The results are used to validate and calibrate our Unified Attribution model.

What’s the Earnings objective, and how is it different from Plays?

  • The Plays objective gets you the most plays at the lowest cost. The Earnings objective finds players more likely to spend in your game, with a simple success metric: Return on Ad Spend (ROAS). It’s best suited for games that are already well-monetized.

How do I know if I’m eligible for the Earnings objective?

  • Eligible creators will see Earnings as an option in campaign setup in Ads Manager. Eligibility is based on monetization thresholds, and we’ll continue expanding access as we learn more.

What counts toward ROAS?

  • ROAS includes earnings attributed to your ad campaigns for up to 30 days of a player clicking and playing, using the same attribution logic we apply to plays. Creator Rewards, Immersive Ads, Rewarded Video and Developer Products earnings are now included.

Can I transfer an existing campaign from my personal account to a group?

  • No. Campaigns can’t be transferred between ad accounts. To run a campaign under a group, create a new one using the group’s funding source.

Can multiple people manage the same group campaigns?

  • Yes. Any group member with the Create ad campaigns for the group permission can access and manage campaigns associated with games owned by that group.

Can someone manage group campaigns without spending group Robux?

  • Yes. Advertising access and permission to spend group revenue are separate. A user with campaign access but without the Configure and spend group revenue permission can still run campaigns using their own funds.

How do I switch between my personal Ads Manager and a group’s Ads Manager?

  • Use the workspace selector in Creator Hub and select the group you want to manage.

How do I use group earnings to fund my campaign?

  • When you create a campaign, choose Group Ad Credit as your funding source, then complete the initial set up and conversion. We recommend turning on auto-reload so your campaign keeps running when your balance gets low. Each pause restarts the campaign’s 24-48 hour learning period, so steady funding helps your ads keep getting better at finding the right players..

Does the US 18+ conversion update require any action from me?

  • No. Use the normal Ads Manager flow to purchase Ad Credits. The system will automatically apply your US 18+ Robux first.
29 Likes

This topic was automatically opened after 11 minutes.

I hate Roblox’s ad system.

On three different games that I’ve worked on, stopping ads doubled playtimes and a week later allowed us to grow on Home Recs. It took us thousands of USD to learn that the best way to use ads was to not use them.

Why did home recs refuse to acknowledge my game even with $4k USD in ad spend? A few days after I stopped ads the game began to actually grow.

22 Likes

I hate Roblox’s ad system.

On two different games that I’ve worked on, stopping ads doubled playtimes and a week later allowed us to grow on Home Recs. It took us thousands of USD to learn that the best way to use ads was to not use them.

7 Likes

Will we be able to buy Ad Credits directly with our Roblox Wallet?

3 Likes

Hi! I know it’s not directly related to monetization, but I wanted your opinion on a strange dynamic I noticed with one of my old games.

In the stats, I saw a clear difference in average session length (Playtime):

Players from Ads: ~5.4 minutes

Players from the Algorithm: ~12 minutes

A 12-minute playtime from the algorithm didn’t seem bad to me, but as soon as I turned off the sponsored ad campaign, the game progressively started to die.

Why do you think this happened? How do you explain the fact that, despite the good playtime of organically acquired players, the algorithm stopped pushing the game once the ads were turned off? Thanks a lot in advance!

9 Likes

Using ads impacts my discovery and there is no guidance about this. Ads are a footgun for any established game. If ads are meant to be used for games that have not built a natural audience yet, be more upfront about that.

10 Likes

You do realize ad traffic doesn’t negatively impact your organic Home Recommendation ranking, right?

Your overall Overview metrics can decline because ad traffic is included.

But Roblox says Recommended for You ranking is based on users acquired organically through Home Recommendations.

Filter your analytics to Home Recommendations. That’s the data that actually matters for RFY ranking.

4 Likes

This is what (most) of Roblox teams seem to believe but developers see time and time again that plays from Roblox Events, Standout Games, and Ads all bleed into negative home rec performance.

There’s some sort of secondary effect, maybe it’s from friends of the wrong demo fit players joining and impacting stats there?

7 Likes

The last ad campaign I ran came with a one week shockwave afterwards where my home impressions were lower than usual for both new and returning players. It’s not as damning as the earlier image posted here, it’s subtle which I assume reflects the characteristics of my playerbase. I would also assume there is some kind of secondary effect.

4 Likes

I do agree there could be some kind of secondary effect.

Most of the traffic for one of my games comes from teleports, and it has noticeably lower stats compared to another game that I would consider objectively worse in multiple ways.

The interesting part is that it’s also an Avatar Shopping game, so it almost acts as a control for this scenario. The games are in the same genre with very similar core gameplay.

I’ve always assumed it was just the Avatar Shopping genre having bad discovery, but what you’re saying could actually help prove your point.

I could turn off the teleports from the other game for a while and see how it performs specifically with Home Recommendation impressions. If there’s a noticeable change, it might actually prove there’s some kind of secondary effect.

Could still be placebo, but at the end of the day, all we can really do is take Roblox’s word for how the system works.

4 Likes

No idea why you would waste that much money on a game with such blatant performance issues

4 Likes

So new developers who don’t know how to make a “highly retentive game” will have to spend more money to get the same number of ad impressions as an experienced dev - the logic for this one does not make any sense.

Why does “highly retentive games” need additional visibility on ads, when those games are naturally likely to blow up anyways. This change is a negative for new developers.

10 Likes

How do you have so much money to run 1% - 2% CTR ads?
I wouldn’t waste money for ads that are below 7% CTR.
Most of the ads I did runs with 8% - 12% CTR.

2 Likes

I hate Roblox’s ad system.

My attempt at reviving a game killed my passive source of Home Recommendations. I know that I (probably) bloated plays by spending upwards of 8.5K on Ads in less than a year.


Time interval is in weeks. Red = Sponsored Ads.

I feel like there’s some unintended long term consequence of running ads. Now the game in question only receives ~0-3 Home Recommendations each hour, sometime after a final attempt at running ads back in November and December of last year and does not have access to the new Earnings objective. :pensive_face:

Also random suggestion but would love to see a read-only view be added for Group-ran ads.

4 Likes

i wish yall would stop breaking ads manager with these updates
it used to work perfectly fine but now campaign stats take ages to load, constant outages, and things just break for no reason.

5 Likes

I use to be able to spend lets say $100 on ads and have spikes from 10-50 to even 500 concurrent players.

I now don’t even get 2 concurrent. Why is the ad system slowly turning more useless than it already was. 10,000 Tix used to get 1,000 concurrent players and that’s when Roblox was 1/500th of the size it is now.

3 Likes