[Beta] New Feature Packages: Season Pass & Engagement Rewards

Greetings, Developers!

You may recall our announcement last year of Feature Packages - fully functional and customizable features that you can drop into your experiences and get up and running quickly. At the time, we shared the Bundle Package for creating starter packs and other shop bundles and the Missions Package for adding a quest system to a game.

Today, we’re excited to share two new packages: Season Pass Package and Engagement Rewards Package, both in beta.

Let’s dive into the details!

Season Pass Package (Beta)

A season pass is a system in which players complete missions in order to earn XP and unlock rewards throughout the duration of a season. A premium reward track allows paying players access to additional rewards.

Because season passes contribute to play time, retention, and monetization, as well as provide a reusable framework for content updates, they are a valuable system for improving key metrics and engaging players.

The Season Pass Package allows you to implement a season pass with customizable elements like pricing, UI, season duration, mission availability, XP requirements and reward items.

Files

Resources

Engagement Rewards Package (Beta)

Engagement-based reward systems offer players rewards as incentives for engaging with a game. Common examples include daily login calendars, which reward players for returning to a game every day, and time-based rewards, which reward players for spending time in a game. These systems encourage players to return regularly and spend more time in an experience, contributing to D7 and D30 retention and session length, respectively.


Daily rewards vs Time-based rewards

The Engagement Rewards Package allows you to quickly implement either or both of these systems in your experience, with customizable UI, reward items, and reward schedules.

Files

Resources


To help you implement these features quickly and optimally, all Feature Packages come with:

  • Functional back-end code for minimal engineering work
  • Default Roblox UI that can be customized to fit your experiences’ aesthetics
  • Built-in game design and UI/UX best practices
  • Funnel analytics and insights

As a reminder, all packages require use of the shared Feature Package Core library.

Change Log

Please note that along with these new packages, we have made some improvements to the existing Core, Missions and Bundles packages. If you are already using these packages, please see the change log here.

Let us know if you have any questions!
Thank you

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So um, will there be any guiders to help you check for valid conditions to progress in the battlepass?
EDIT: I rewatched the video and yeah, there is.

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This is definitely one of the better resources roblox has put out. Thanks!

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Woah! That’s something I wasn’t expecting from… ROBLOX!

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I wonder if, or when roblox is going to just drop a devhunt related Feature Package to get us slightly closer to emulating roblox events

earliest point of that happening is probably when another devhunt fails or if they just start losing players in a future one

This is AWESOME, I was likely going to create something like this for my game, and now I can create it easily! :heart:

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the UI is amazing! one of the best free resources from ROBLOX, good job :smiley:

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So, is this gonna be posted to the feature package announcements channel on the discord? There’s been radio silence ever since its creation, and some communication would be appreciated. Good releases though, glad to see more of these!

For the season pass package, what datastore is it saved with or is it a custom service used exclusively engineered for the season pass?

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The Season pass package is amazing but is there any way to make it support tools? so when the player levels up to tier 1 for example then they get a tool.

you should probably ask that in the discord, not here, or just wait a while for the server’s staff to pick up on it

I’m not gonna lie I think it sucks that it’s encouraged to plaster games with daily rewards, season passes, time limitations, etc as a way to manipulate players into spending time or money on your game. I think above all else that it’s nice to spend money or time on a game because it’s enjoyable. Very rarely I spend money on a Roblox game because I want to support the game, it’s almost always squeezed out of you.

Furthermore the fact that these increase metrics mean that to become a largely popular game you usually end up using some of these tactics and your game becomes plastered with garbage instead of gameplay. This also means that the games on the discover(or charts or whatever) page will almost always have your screen plastered with nonsense that takes away from the game. All the actually interesting games usually end up forgotten or with tiny playercounts because they don’t want to engage in these practices.

The package is fine I guess but I hate all this monetization garbage. It’s so flat and disinteresting and almost always takes away from the games that include them, especially considering its almost always targeted towards children who don’t know better and spend their money unwisely.

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The actual good games are nowhere to be seen because they focus on other parts of their lives, since they do not get enough money to keep working on their games. Once a game has 1000 concurrent users on average and some monetization, that’s when the developer makes enough to sustain themselves but most people have a team of developers or a family. Due to this, developers start implementing predatory monetization tactics.

i could definately see this being useful for beginners and i mgiht use this for my game. the ui also looks quite nice

That-s some crazy work. can’t wait for full release