Ads Manager Updates: Acquire New Users, Continuous Campaigns and More


Hi Creators,

We’re building Ads Manager with your growth at the center. These latest upgrades are designed to help you reach more players and grow your experience more effectively.

Current Performance and Ads Benchmarks

The new Ads Manager flow, released in March, is enabling creators to use ads at every stage of the experience lifecycle (cold start, growth phase, managing decline) in an efficient and complementary way to organic discovery. As of today, 91% of spend is running through the new Ads Manager flow.

Our new objectives are helping creators of all sizes bring more relevant users to their experiences every day.

  • Drive Retention (last 30 days) is helping top creators improve their D7 and D30 retention. In fact, nearly half of the top 100 creators by 28D earnings have already used Ads Manager in 2025, and many are using the retention objective to deliver improvements in retention with a positive ROI.
  • Maximize Plays is helping smaller creators with tighter budgets the ability to launch new games by getting more quality plays at the lowest cost. Currently, the average cost-per-play (CPP) for Maximize Plays campaigns is less than $0.01, making it a great time to try Ads Manager. When paired with Reactivate Users (30 - 180 days), the two objectives can work together to create awareness of your latest updates.
  • New benchmarks by objective can help you understand the relative performance of your campaigns. We’re sharing these benchmarks to provide a better baseline for optimization. Reasons you may have a campaign above the benchmark can include things like targeting, usage of the classic flow, poor creative or genre, or campaign duration or budget.
Objective Avg. Cost-per-play
Maximize Plays $0.008
Drive Retention $0.007
Reactivate Users $0.011

Acquire New Users to grow your experience with Ads Manager

The Acquire New Users objective is a powerful strategy for driving incremental growth and Robux earnings. It targets users who haven’t visited your experience before—or in the last 180 days—helping you expand your audience and deliver a stronger return on ad spend.

Acquire New Users works best as a continuous campaign for games with an established player base, and can be paired with Drive Retention to ensure you are bringing new users to your campaign and keep them coming back. If you’re a smaller creator or launching a new experience, Maximize Plays is still your best objective to grow your initial user count.

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Personalizing the Sponsored Sort on Home

In May, we started personalizing the position of the Sponsored Sort on Home. Ads Manager gives you the ability to have another prominent placement on the homepage, where 90% of platform traffic begins.

Previously, the Sponsored Sort appeared in the 5th row, now it can appear anywhere between the second row (above the fold) or the tenth row, depending on a user’s personalized engagement pattern with sponsored experiences and other content on Home. Our experiments estimated an increase of over 13.4% in quality plays from Sponsored as a result.

Ad Creative Upgrades

Creative is key to engaging your audience. We’ve enhanced Ads Manager to make your ads more performant. In March, we shifted Sponsored Experiences from the 1:1 ad unit to the 16:9 ad unit, and enabled you to upload and manage up to 5 custom 16:9 thumbnails in your campaigns. Now, you can manage up to 10!

Already, more than 2 in 5 campaigns leverage custom thumbnails, and the 16:9 format is driving an estimated 57% increase in quality play-through rate, based on experiments.

In the next month, we’ll add automated thumbnail optimization to allow Ads Manager to dynamically allocate more budget to high-performance creatives. This will be an option that can be selected when managing creatives in Set Up. We will provide an update on this post when it’s live.

Run Continuous Campaigns

When putting $1 into your ad campaign delivers more than $1 in return, running ads as an always on strategy becomes a no brainer. To make advertising a core part of your growth strategies, we’ve made it easy to run campaigns continuously, without an end date. Already today, one third of campaigns are leveraging this as their go-to option.

Campaigns will run on your daily budget until your ad credits run out. You’ll get an email to top up your credits before the campaign ends if you want to keep running. In the next few weeks, you’ll also see a checkbox which will enable auto-top ups of Robux to ad credit for continuous campaigns.

What’s Next

  • Sponsored Experiences in Search and more: We’re bringing our Sponsored Experience format to more places, as an upgrade to our current Search placement.
  • More Objectives: We’ll continue to add new objectives that support your campaign goals, focused on Return on Ad Spend and Incrementality.

Documentation and Resources

  • Watch our latest webinar on Roblox Learn to learn more about the new Ads Manager.

We’re listening to your feedback and building Ads Manager with you in mind. Let us know in the comments if there’s anything you’d like to see.

FAQs

Will you continue to maintain both the classic and the new Ads Manager flow?

  • As of today, 91% of spend is running through the new Ads Manager flow. As we reach feature parity for the new Ads Manager, like Search, we will eventually phase out the classic version. There is no fixed date at this time.

How do budget recommendations work in Ads Manager?

  • Our budget recommendations for daily budget and campaign length are automatically generated based on your size and objectives to help you find a starting point for your campaigns.

Once you have run for a period of time, you may assess that you could run smaller or larger campaigns based on your relative performance to the benchmarks.

85 Likes

This topic was automatically opened after 10 minutes.

Oh, I love this new update! Thank you! :slight_smile:

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With the new Ads Manager updates, it’s now easier to grow our experiences more players, smarter ads, and campaigns that run on their own. :smiley:

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@HowToBasicGamesAcc - awesome, glad you’re loving it! :blush: Let us know if there’s anything else you’d like to see!

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@Vilkata - love hearing that! Super excited it’s helping grow your experience!!

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Oh wow, I’m one of the first people here! Honestly, this is cool and all, but we really need to lower the cost of ads from 2850 Robux to 1000 Robux since $10 buys you only 1000 Robux on web and that same $10 would need to be spent 3 TIMES to equate to the cost of 2850 Robux. NEWSFLASH: 2850 Robux does not cost $10 and therefore $28.50 does not equal $10!

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Awesome update! Loving the new Ads Manager panel, it’s easy to use & the metrics of the ad are very transparent! Thank you to everyone that has worked on this.

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The new ads manager has been a LIFESAVER for my new games, I have consistently been able to get them onto algorithm fast. These new updates are really nice! I would like to ask when we will get CTR and PTR percentages on the manager itself instead of having to calculate them manually… and given how good the AI reports were, I feel as if a fully AI based ads campaign manager (provide the game and budget and the AI does the rest, no settings needed), would be great for people new to advertising.

Overall, really appreciating the communication and focus from roblox on this :slight_smile:

10 Likes

Great update, but just curious, will there be a way to bring back advertising for 2D clothes as well since there’s no way of promoting them at the moment.

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I completely agree with you, i feel 2850 robux is much too expensive for any developer starting his career, and most developers are from third-world countries, so 1000 would help alot.

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love it already got great results from the new ads manager keep it up : D altough its pretty expensive for new devs

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That does seem quite skewed in advantage of roblox due to the ads manager being the only ad system on roblox and the higher costs, doesn’t it?

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Exactly! I know that the 2850 comes from the devex rate being 3.5 Robux per USD and then 10/3.5 ~ 2.85, but why are they using the devex rate? It just means that developers who are under 18 and cannot use credit cards have a much harder time get their games to become popular. This isn’t even to mention Roblox’s HORRENDOUS search features. You HAVE TO use quotes around the game name to be able to find it, which most young players don’t know about. And the “uP aNd CoMiNg” section is games that all have at least 1K+ concurrent players, which is like the top 1% of all games. The up-and-coming should be replaced with games that have fewer than 250 concurrent players and have been reviewed in my opinion. Sorry for the rant.

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Expensive would be an understatement…

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Lower prices. You used to be able to get a decent sponsorship going with the old system with just as little as 1,000 ROBUX.

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Yes, it costs 10 dollars

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So according to these numbers it cost

8 USD per 1000 plays for Maximize Plays
7 USD per 1000 plays for Drive Retention
11 USD per 1000 plays for Reactivate Users

Seems incredibly expensive compared to what it was before the NEW Sponsor Ad changes

So I guess my question is are you guys actively working on lowering this cost for developers?


If we are running 16 Ad credits per day you’ll get around 2000 visits for Maximize Plays, so how much do you have to spend to get the algorithms good side and start growing the game organically?

Running ads for 80 USD would get you 10000 plays, that’s very expensive compared to the OLD Sponsor Ad would get you a lot more plays in comparison

If I remember correctly 20000 Robux Sponsor Ad before the new changes would get you around 100k plays with a good game icon?

20000 Robux would get you around 71.5 Ad Credits


Feel free to correct me if I am wrong and provide more data as well :folded_hands:

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Does the new Ads Manager automatically optimize with genre/age/gender targeting (options available in the Classic ads manager)? Or are those targeting options still under development?

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Audience Targeting seems to be missing from Acquire New Users, even though it’s available in Maximize Plays. Is this intentional? We really need Audience Targeting for our game because it’s primarily designed for computers. Mobile players often experience crashes due to the game’s memory requirements. That’s why we’re mainly targeting computer players, with mobile as just an option for our existing users.

4 Likes