Hi, so lately I’ve been working on several projects, and at some point, we might be ready to “launch” it. I just wondered, but what’s the ideal amount of Robux to spend to launch it efficiently? Would a sponsorship be better over an ad?
Head’s up: You will get a lot of inconsistent information from developers here and most of them have not made successful games before.
Because I don’t want you to mess up and spend 100+ dollars poorly, I recommend you only listen to those who have run massive ad campaign or try to reach out to accomplished devs on discord or here through private direct messages or on twitter for insight.
From my personal standpoint, ads have always yielded greater click rates and returns on investment than sponsors, but there are those who have sometimes, supposedly done better with sponsors. Also, the amount you should spend on ads depends on a lot of variables and on the quality of the gfx/ad. Launching a game with an ads campaign should not happen until testing groups of 20-40+ have joined and given appropriate QA feedback. Also, you should run an initial smaller ad campaign to check on hypothetical click rates before running like 50k+ Robux, for example, on an ad that might have trash click rates.
Usually people would spend tremendous amounts of robux on advertisements, though it is very expensive at some point, it’s likely the most transcendent way!
In my experience, a sponsor was miles more effective than ads. We turned 7.5k Robux into ~50k in the span of 2 days. We’ve ran probably 20 separate sponsors and we profited (Made more than we put in) on every single one of them.
IN NO WAY does that mean that’s the success you are likely to see! There are a lot of variables at play here. The quality of the game icon, day of the week you sponsored, and the platform you’re sponsoring on are just a few examples.
Ads typically have a higher CTR than sponsors, but give way less impressions. It really all depends on what you prefer, but I’d definitely recommend a PC sponsor if its your first game and you don’t have enough for an all-out campaign. I recommend PC because in my experience, mobile sponsors have a lower CTR and bring less paying users. @GGGGG14 brings up a good point: Run smaller sets of sponsors to test CTR before you go all-out. It’s never smart to use all your Robux at once. Spread your Robux across multiple days.
Here’s how it broke down for me: We sponsored a total of 140k Robux over a span of a few months. Off of those sponsors, we made back ~400,000. For release, we managed to scrape together 18k Robux from selling limiteds and buying some. The first day, we sponsored 7.5k and made ~40-50k. At that point, we still needed the rest 10.5k because the profits from the first day were still pending. We did 5k for the next two days.
I would like to say once more that my story is not reflective of what might happen, and probably will not translate to you. Use it as a good starting point and think of a strategy that fits your game!
Thanks for the feedback guys! That’s definitely some very helpful information, mainly how it’s not a good idea to start with a large ad, I’ll definitely take that into consideration when we get close to release and will start with a “trial” ad, and see how it does before digging deeper.
Well when I make games, and I currently have one with around 70-300 players concurrent and I release a new one, I spend only 5k robux on sponsored ads. This way I can get an idea of how many players will play the game and how many are willing to spend robux on it. I don’t advice spending more than 10k on ads for the first time on a new game. (Depending on your finical situation) After that I can get a good feel about the game. I’ve also noticed that you get more impressions on sponsored versus ads since players can have Ad-Blocker enabled. It’s weird how it blocks ads but not sponsored ads.