External API to Roblox - Developer Products

Hello developers,

I wanted to reach out to see if anyone knows if it’s possible (in accordance with Roblox ToS) to create developer products from external requests.

In context, I’m currently developing and maintaining a popular website with the purpose of being a marketplace for a popular Roblox game. The idea is that creators can advertise their items on the website for a custom amount of time and amount of Robux. I have attached an image below as a reference:

Ideally, the creator can select a predetermined amount between those two numbers. When they are ready, they will get a unique code that they can use within our Roblox game, which will prompt them to purchase a Developer Product. The issue: I’m not quite sure if there is a way for us to customize the amount listed on the developer product for the amount the user selected to purchase, and then remove the product after we have confirmed that the purchase was successful and the website has given them the product they paid for. If not, does anybody know a possible workaround to get a similar result (apart from pre-paid options)?

Another thing to note is that we want to be in accordance with Roblox Terms of Service!

Thank you in advance! :)

The Open Cloud has an API for updating developer products. The price, regional pricing (some regions sell products at a lower cost, might not be desired), and whether the product is currently on sale. You can’t remove dev products, just turn off its sales.

https://create.roblox.com/docs/cloud/reference/features/developer-products#DeveloperProducts_UpdateDeveloperProductV2

I’m not super sure if this is allowed. What are the kind of products given to purchasers?

Hey @wiremass ,

Ideally, we want to offer the ability for creators to pay in Robux and bump their marketplace item on the site page. We are looking at other payment options, but Roblox has been the best in terms of ease of use and compatibility.

The biggest concern we have with this is whether Roblox has a limit on the number of developer products we can have (even if they are off-sale), since one would be made for each transaction. Alternatively, we could look into updating the price each time for the same developer product, but it would be concerning if more than one person is attempting to buy the product at the same time.

They added APIs to “create, fetch, update, and list” developer products and gamepasses in December 2025.


Here’s a quick thing I made on MS Paint, basically what you would do using this:

I don’t see anything online indicating of a max developer product amount. In fact, I see DevForum replies saying the opposite:

Hypothetically, if there was a limit, you could pre-create developer products, and create a slot system, where it reserves slots for players with expiry (e.g., after 10 minutes if it’s not purchased then that slot that was previously claimed is now available to use and expired). That’s probably the best way to get through that race-condition. Then your system could check for available developer product slots and if there are not, then it waits for a developer product slot to become available and creates an order-based queue for other people who are also waiting for a slot to become available. A successful transaction frees the slot under the transaction, or slot expiry frees the slot.
Inside your ProcessReceipt function, you could check if the CurrencySpent is equal to the expected price for what was supposed to be sent (taking into account of any Roblox Plus related discounts which you can check via PriceDiscountDetails). After calling the Open Cloud update endpoint, I’d wait a few seconds or poll the fetch endpoint just to make sure that the new price changes are live before you give the user their code to use in the game. You can also add slot cooldowns before a slot is freed and available to be claimed by the next user purchase request, just to stay on the safer side of things.

It would be something like this:

Create developer product endpoint:
https://apis.roblox.com/developer-products/v2/universes/{universeId}/developer-products
Update developer product endpoint:
https://apis.roblox.com/developer-products/v2/universes/{universeId}/developer-products/{productId}

According to the Open Cloud API webpage, these are the limits for both:

API Keys: 3 requests per second across all API keys for a user or group
OAuth 2.0: 3 requests per second per app user

I think you should be fine creating developer products, as there is no maximum developer product limit from the research I’ve done.

I think that this really depends on what you are selling. I would really take a look at this DevForum post since it sounds similar to what you said about your website so far:

I would say to stay cautious and do not put anything in the actual game that links players to your website, and just keep it as simple as a game with a code submission modal, since as long as your website isn’t selling Robux or accounts, which from the sounds of it, it is not, the only major reason I think it could possibly get taken down is for “directing users off-platform.” I don’t think this will actually happen to you though, since many other similar, popular apps work similarly with a code submission modal UI, even for different purposes, such as Bloxlink’s verification games.
If it’s, for example, a site to host trading for things like Roblox accounts, then yeah, you’re much more vulnerable to getting in trouble.

3 Likes

The sales are fine then. Just don’t mention the site on Roblox.

Make sure to reject receipts if the buyer didn’t enter a code for a valid boost/product pair. Maybe put a reminder before the final prompt saying that the product has no benefit for this platform.

1 Like

This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.