Hi Creators,
I’m John Ciancutti, Chief Growth Officer at Roblox. I spend a lot of time thinking about how we help more people find great games, and how we help creators build lasting businesses around them.
Following our June update on Recommended For You (RFY), we’ve been listening closely to your feedback and questions. We’re testing an update that will better recognize long-term player value: games players choose to return to over time, and where players find value in making purchases.
We expect to update RFY in late August or early September, and we’ll share more when this update launches. To prepare for this update and get the most out of discovery on Home, follow our guidance below.
How to Get Discovered on Roblox
The most important thing is to build games people want to play, and keep playing.
When you make a game that players enjoy enough to come back to, share with friends, and make part of their routine, you’re building the foundation for a sustainable business. On top of that foundation, monetization helps you invest more in that game. Both long term retention and monetization drive impressions on Roblox.
The clearest path is this: if your game has strong retention, focus on building thoughtful, sustainable monetization that adds value for the players who already love it. If retention is low, focus first on making the core gameplay experience more fun, clear, and rewarding.
Start With Your Players
Open Creator Analytics Overview Page, and Creator Analytics > Acquisition > Home Recommendations to understand how your experience is performing today. Then use this simple rule of thumb:
If your game has low retention: focus on core gameplay
Monetization alone can’t create a sustainable game if players aren’t enjoying the experience enough to stay and return.
Start by asking: what would make a new player want to play and come back tomorrow or play with their friends?
Focus on:
- A great first session. Make it easy to understand what to do, remove early friction, and give players a reason to keep going.
- A satisfying core loop. Make the moment-to-moment gameplay fun, clear, and rewarding.
- Reasons to return. Give players meaningful goals, progression, social play, fresh content, and improvements that make each new session feel worthwhile.
- Listening and iterating. Fix problems, learn from player feedback and analytics, and keep making the game better.
Your first priority isn’t to optimize a single metric. It’s to build a game people want to play again.
Explore retention and discovery resources here.
If your game has high retention: build sustainable monetization
If players are already returning, you have something valuable. The next opportunity is to give those players optional, meaningful ways to support and deepen their game, without undermining the gameplay that brought them back.
Focus on:
- Value players can feel. Offer items, passes, developer products, subscriptions, or rewarded video ads that are clear, useful, and connected to how people play.
- Natural moments to purchase. Integrate offers into progression and player goals rather than interrupting gameplay or putting enjoyment behind a paywall.
- Choice and trust. Design monetization to feel fair and transparent. A lasting value comes from players who feel good about returning and spending over time.
- Keep investing in the game. Continue shipping content, improvements, and new reasons to play so your community sees the value of staying engaged.
Thoughtful monetization helps a strong game grow sustainably. It supports your ability to keep improving the game, and can help unlock more opportunity through Home recommendations.
Explore monetization resources here.
Create For Lasting Play
As a reminder, there’s no single metric or shortcut that makes a game successful. As always, Home recommendations consider a range of signals to understand whether an experience is creating value over time, and the best approach is not to chase one number.
Create something players love. Help them discover reasons to return. When you have strong retention, add monetization that respects and improves the player experience.
Visit Creator Analytics Overview, and Creator Analytics > Acquisition > Home Recommendations to see where your game is strong and where to focus next. We’ll continue to share meaningful updates to RFY as we make them. We welcome your feedback and questions below.
FAQs
My game is strong only on retention, will I still receive Home recommendations?
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Yes. Games that are strong in only one area—either retention or monetization—will continue to receive Home recommendation impressions.
However, games that perform well in both retention and monetization may receive broader distribution. As a result, games that are strong in only one area may see some changes to their Home recommendation distribution.
We’re sharing this update now so you have time to optimize your game and maximize the Home recommendation impressions you receive.
How do benchmark games impact discovery algorithms and Home recommendations?
- Benchmarks and benchmark games do not impact the recommendation algorithm, but are meant to provide you with a point of comparison on the creator analytics dashboard. Benchmark helps you to identify signals that are low as areas of opportunity.
What factors influence Home recommendation impressions?
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There are 4 factors that impact how many Home recommendation impressions each game gets:
- What you do (changes to gameplay, updates) influencing signals of Home recommendations,
- What Roblox does or Discovery algorithm changes (we share any meaningful changes/updates transparently),
- Total users or people visiting Roblox Home (seasonality). There are many forms of seasonality: weekly seasonality which usually peak on a Saturday and lower during weekdays, and summer/back to school seasonality, holiday seasonality, and
- If other games are significantly more successful at engaging and monetizing players, your game’s distribution may decrease, even if your own signals remain steady.
When will these changes to the Discovery algorithm take effect?
- We are looking to target the end of August or early September. As always, we will share when we launch.
