Algorithm only sends people with 0 robux in to my experience

DISCLAIMER: This thread did not mean to offend people who do not have robux or money. I respect everyone regardless of how much money they have, as we are all human beings.

Hello, everyone. Today I decided to check stats of one of my recent experiences that I released. It’s been 3 weeks since the release and it has natural 200-500 CCUs from the algorithm, no sponsors. It has very well-made monetization consisting of many convenient products and gamepasses.

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After checking my stats, turns out my experience has 0.01. ARPDAU. That is 100x times less than a game with a similar genre. How is this possible you may wonder? This is why:

Here are the country audience stats:
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The United States (AKA the majority of Roblox) is almost 5%. How?

For reference. these are one of the stats for a similar genre game.
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Would like to note the game is not targeted towards any community or age group.

As the title says, the algorithm just sends in people that have 0 robux in their account, who are unable to get any kinds of developer products or gamepasses. I even made all of my stuff cheaper by 50%, yet I’ve seen no change.

This thread did not mean to offend people who do not have robux or money. I respect everyone regardless of how much money they have, as we are all human beings. However, the algorithm sending in the only people without robux is so ridiculous. How am I supposed to make money if I have a chance of the algorithm just randomly promoting it to people wih out robux? This is a concern for new and current developer, as Roblox can be a full-time job for some.

Expected behavior

I expect the algorithm to send the target audience players, not just players with 0 robux.

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no offence dude but you make games that are obviously targeted to extremely young children.
i mean this is one of your thumbnails.


obviously kids will spend less, and especially in these games where most people will play as a one off and then probably switch to another clone.

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There are lots of “bacon hairs” who spend all of their robux on gamepasses and developer products and never touch their avatars. The experience is probably not novel/interesting/fun enough for your users to consider spending robux on, rather than roblox sending “0 robux users” into them.

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Correction, the reason that people have default avatars isn’t because they don’t have a custom avatar / robux but rather this is due to a privacy setting and expected behavior. See this post for more:

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I understand why you may think that, but that’s not the case. The game you mentioned does indeed make not much robux, but even that game makes more revenue than what I showed in this thread. These stats are for a game that usually has 1 robux per ARPDAU for it’s genre and is targeted towards every age group.

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Fair point. Probably the avatar thing was a weak argument, however look at the country stats, the algorithm only sends in 5% of the US people, when realistically it should be way more than that. I never had Vietnam being 10% in any of my 20-30 released games.

Would like to note I’ve edited out the avatar part of the post.

Fair enough, I forgot about that. However would like to note though, that it only applies for the last icon. Aside from that, if you believe my post isn’t really showing the issue - please refer to the country audience screenshot I’ve attached.

Hey everyone, is this a real bug? Not sure it’s something we can fix.

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Probably not many have experiences like this, but would I be able to send you some information in Private messages? I have concrete evidence of this.

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Sure thing - I’ll see if I can find the right team.

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Hey sorry for late response. I can surely, provide the info. Will message you in a moment
Edit: Messaged.

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Hey, have you found any solution? My game was focused on the Brazilian audience but I decided to change the game’s language to the American audience because the game’s renuvue is very low, my ARPPU is 31 robux, the Conversion Rate is 0.11% and I’m not able to keep the game like this, is there any solution to make the algorithm change my target audience?

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Me and many similar games are having an experience like this with our playerbase, the only difference is that we get both an audience of players in developing nations and lower age groups (<9). My game does have a United States Majority, but the players in my game that are from the US still dont have an existing balance on roblox to engage with monetization.




( i doubt adults are actually playing my game, these ages are most likely set by parental figures, random incorrect birth dates set by clueless children, and the high minority in the measure being genuine adults )

my game is not intended to grasp the attention of young kids, i would prefer a more aged audience similar to ones you would find in replay-able front page experiences

not sure if this is a bug, but its very frustrating to deal with when im desperately trying to get my metrics up for the algorithm

any help would be appreciated

Hi, I’m closing this as the algorithm does not use a user’s Robux balance for targeting.

I suspect that most people try to target users who will spend more Robux in their games! Different users are motivated to spend in different experiences, and as a platform we try to match users with experiences that they’d engage more heavily with (playtime, monetization, etc).

I understand it can be frustrating to not see the results you hoped for after dedicating a lot of time and effort into your work - We have some tools available for understanding user behavior more (e.g. Funnels, Feedback Dashboard), and also for making supporting an experience more accessible to users (e.g. Regional Pricing).

P.S. @frostilism I do see that you have utilized funnel tracking and also that some of your stats have improved in the past couple of months, so congrats!

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What kind of bug report is this? According to the game’s monetization strategy, whether users spend or not can vary greatly, and on top of that, there could literally be a technical issue in the game that’s preventing it.

Also, if we consider the context from the first reply in the thread, it doesn’t even seem like a game that could be advertised to people who would spend Robux, and the target audience is probably not even in double-digit age.

I’m trying hard to think the issue might be on Roblox’s side, but I still don’t get it.

Thank you! I haven’t actually done anything massive to boost retention and playtime yet; i’m guessing that something small-scale I did quality wise helped hand in hand with my statistics. My revenue has skyrocketed to average and so has my playtime; albeit my playtime is still in the lower range. Still some manual improvement for me to do, and some questioning of my audience, but my game is starting to reveal its wings.

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