Introducing Creator Rewards: Earn More by Growing the Community

bro id rather have engagement payouts, for a small dev this really kills a huge chunk of my profit source.

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Despite all my rage I am still just a rat in a cage

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I have say that creator rewards are quite awesome, I work on a small game and daily revenue is around 4k to 6k robux, yet creator rewards goes upwards 10k daily

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if u dont mind me asking, how many players do u avg daily.

Hey, I had the same thing. Below your graphs, there’s a note saying that your revenue can go negative due to the reversal of previous user transactions. However, your total earnings from these users (over 60 days) will net to zero or higher.

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ty so much for this info, been wondering for a while!

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The game averages around 2000 players a day.

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its sweet, but my devex request keep getting declined, if this time it gets declined again i will ask roblox support for help

How much have you made so far?

31k robux in total, still dont know which is better

In my opinion creator rewards are far better.

I hate to pop it back up again but I do not like this change. I’m reliant on premium payouts for my devex money, and I need that to help finance my university tuition. I’m very upset with it, and I think I could lose up to 95% of my revenue from this change. Roblox, if possible, please reconsider this!

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[Reposting this from the Creator Rewards is Live forum post since this one is more active.]

As a social roleplay game developer with only a handful of passes, (no dev products or subscriptions) this has financially punished the revenue I receive from my games. In other words, I have to think of new ways to monetize or advertise my game, instead of enjoying growing the community that I already have just so I can continue supporting it.

I feel like this change was made to uplift the already top earners of the developer community, while impeding the smaller ones that have a consistent returning audience. If this new payout system was made to hinder specific big games from earning too much, why not limit them at a case by case basis?

This also feels like for projects going forward, developers are inclined to make brief, fast paced games (it doesnt matter if they stay for longer than 10 minutes now from what I understand) that upsell ROBLOX’s robux + premium items. (more chances you’ll get paid i guess)

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You can tell from how it works that the only game it helps on purpose is Grow a Garden.
It’s designed to help games where players only stick around for a few minutes and then get bored and go away. The epitome of GaG’s gameplay.

wait, do the majority of players actually do that? usually the meta seems to be “leave your computer on while you watch youtube or do other stuff”. i think anyone that doesn’t do that usually quits the game, there’s not really an in-between

Ah, but they have to return to the game for a while to see the plants that grew offline. They grow, then the player comes back and does some more active stuff. If they left immediately after joining and didn’t come back the next day, then it wouldn’t be the most popular game ever.

no, i think the massive CCU grow a garden has is people not ONLY coming back to it every day, but eventually it becoming a major timesink. there are these things called “mutations” that happen while you’re in game, and also a global shop that refreshes every five minutes to encourage players to constantly check back. the CCU is likely from mostly idle players who have the game on in another window while they’re doing other stuff for 16 hours a day (or even 24/7 as autoclickers are very easy to set up)
i mean technically it’s still abusing creator rewards in a sense no matter what model is used because there’s almost no gameplay in it

as of this update being rolled out, i have earned 90 percent less of what I was making before this update. Why does roblox “fix” stuff that was never broken to begin with.

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YUP
lost about 70% of revenue so far
this decision seemed to be hasty, and i think that this also should’ve been a notification (instead of being tucked away in the forums) because it impacts a lot of developers

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I’m in despair, my game with short creepy stories has no monetization at all, the main income used to come from premium payouts, and now my revenue has literally dropped to zero, even though I can see I still have good online activity. I don’t know what to do, this game is impossible to monetize. I’ll probably have to abandon my beloved project and start making trashy clickbait games with 10-minute retention instead.

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