Introducing Creator Rewards: Earn More by Growing the Community

This is, absolutely, the single worst change Roblox has ever produced for the creator ecosystem. In the entire history of Roblox.

What exactly are we doing here guys??? Why are we punishing developers who hold players inside of their experience for a significant amount of time? Why are we excluding the lowest form of premium - inarguably the most popular and most common form of membership players have - from this? Why are we implementing a TWO MONTH holding period??? And why are we not giving developers more of a heads-up about this significant revenue change?

What about experiences that aren’t monetized in traditional ways - creative and unique experiences like Block Tales? What about experiences that are algorithmically pushed in areas where players, generally, do not have much disposable income? Why are we pushing away developers who choose to create creatively? Is Roblox’s vision for the platform that every game has to be scientifically engineered to siphon as much engagement and revenue out of a player as possible?

I would really, really love to know the thought process behind this decision and have more transparency from Roblox leadership about what exactly went on behind the scenes. This is a massive, absurdly large change to be dropping onto the developer community to offer absolutely no explanation with beyond boilerplate corporate slop-talk.

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Thanks for all the great feedback! Here are answers to some of your most common questions:

Creator Rewards was designed to boost earning opportunities for all creators, and better recognize the contributions of emerging creators than the legacy EBP program. On average, we expect that smaller experiences (outside the top 10,000) will see an even larger percentage increase in earnings from Creator Rewards.

We offer credit for the first three experiences active spenders enjoy each day, to reward the content that brings users to Roblox each day. We considered several different attribution options; crediting only the first weighted rewards too heavily toward top experiences, while experiences after the third were less likely to be the reason for a user’s visit. Three daily sessions ensure creators, big and small, have a fair chance to earn in our new program.

A key element of this system is the 10-minute engagement threshold, which serves as a proxy to identify deep enjoyment and engagement within your experiences. Our goal is to reward genuine fun and enjoyment over grindy gameplay mechanics.

Furthermore, we’re expanding the pool of users you can earn from. The criteria now include Active Spenders, a much larger group than just Premium users. It’s important to note that all Premium and subscription spend also counts towards the $9.99 ‘Active Spender’ threshold. This means you’ll get credit for a larger portion of your player base than the previous ‘Premium Payout’ system.

We understand our 60 day holding period might cause concern, but it’s necessary to ensure the validity of all purchase events; Similar to the legacy EBP program,where credits accrued based on 28-day engagement totals and were then subject to an additional holding period. This process allows us to confirm genuine user engagement and purchases before releasing funds.

Finally, when we say earnings are “uncapped,” we mean there’s no fixed pool of money for Creator Rewards. As the Roblox platform grows and more users engage and spend, your potential earnings will grow along with it.

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This feels like something that Roblox is doing to increase their stock prices, and benefit their investors more than something they are doing for their developers. By encouraging people to spend more than the amount for the basic tier of Premium, they are effectively trying to become more of a multi billion dollar company than they already are while giving inconveniences to devs in general (some bigger devs would also lose out due to nature of their games). As such, this might even make players less willing to spend on Roblox since their favourite games would not have the premium benefits they once had. Getting whale spenders in a game would be the only way to earn money as a smaller developer now, but considering their nature not many would be willing to pay a lot for a game that is not on the front page, therefore causing newer/smaller developers to earn less robux in general, even if their game is not the type to encourage AFK.

edit: Also, apparently you can only earn the Audience Expansion Award only after you have devexed? That means that new developers who are just starting would only have a maximum of 5 robux earned per player for each game every day, and it is not guaranteed even if the percentage of spenders over $10 is higher than those of premium players.

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Seems its over for small developers… I hope Roblox wont push this update…

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This still sucks, its WRAPS for all us small developers HOORRRRAAYYY!!!

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This feels like an unfortunate timing with the “grows offline” games that accumulate terrible playtimes due to the fact that the average player will only spend a few minutes to check on their crops/brainrots/honestly whatever and then go back to do something else, compared to a developer who offers a meaningful, enjoyable playing experience that might even last for hours at a time. They both get rewarded the same.

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That doesn’t answer anything?

There’s no mention of premium overriding the threshold and directly counting towards active spenders, the 60 day holding period makes sustainability questionable, and simulators could just add some 10 minute session bonuses and get robux that way

I understand the sentiment of expanding premium payouts to active spenders in general, but this just ain’t it, it just ain’t

This whole thing could have been avoided if the whole “spent 10$ in last 60 days” thing was just tacked onto premium payouts as a secondary eligibility method

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Is there a way to opt out of this feature entirely? (Not just by reverting to the old system, but by disabling it altogether)

Some games, including my own, are intentionally made not for profit. This allows us to enter into agreements with companies to use their IP (e.g, branding) under the condition that minimal profit is made. It would be extremely helpful to have an official way to opt out, rather than having to account for these sorts of features in our agreements.

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Just dont.
Premium payouts are a way for us small creators to sill have funding and invest in our games

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My game earns 81% from premium payouts at the moment, not cool that we now have a month to totally fix it or earn no money. This also blatantly hurts smaller games which is never a good thing.

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Sorry it took me nearly an hour, there was a lot to go through, but here it is:

Now I guess it wasn’t word-for-word (or maybe they said it at some other part of RDC more clearly or perhaps in a future RDC, but I can’t be bothered to find it). But the part I’m talking about is when he says this following:

“There are several developers I know who make amazing content, they’re in the top 50 as far as time spent, who are incredibly passionate about the art of creation, and aren’t really trying to monetize too much.”

“There’s also thousands of developers who, when try try to get started, are more focused on fun and engagement, than just monetization.”

Then he goes into introducing their plans for Premium Payouts.

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There are many examples in this thread about why this is a bad idea. Players may join experiences for their daily rewards, play for a while, and then go on to the next experience. Regardless, I don’t see why this can’t be spread evenly across all experiences that a player plays in those 24 hours, just like Premium Payouts do currently.

This literally does the exact opposite. Grinding games == more playtime. I don’t mind this minimum, it’s the maximum that bothers me.

This is good news at least, as long as it includes the $5 tier as well.

I doubt it, but I can’t really argue what I don’t know. But I do know that it used to be two weeks, and now it’s two months.

I’m not sure if this was ever capped before either. The issue we have is that you’re not only limiting it to the first three experiences, but more importantly, you’re also only rewarding the first 10 minutes. There is literally no reward for longer playtime beyond 10 minutes. So, as others have said, developers might as well make 10 minute experiences rather than experiences that are fun for as long as you want it to be. You can still put a higher cap for an hour or so, where it stops rewarding, but only one reward per 24 hours is ridiculous.

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I don’t see this going well for smaller developers who aren’t prioritizing monetization but currently just benefit from the premium payout system. Premium payout is a lot more universal and inclusive of all types of games. There is benefit for the range of engagement: more time - more Robux. Now its a flat 5 Robux if you meet the conditions. And those conditions suck… If someone plays their 10 minutes each in a few different games and then spends hours in another game, that last game gets nothing. Seems a bit unfair that the more engaging game here gets nothing.

So basically this update is telling off all developers of low replayability experiences.

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Not a fan of the total starting at $9.99!!

With Roblox Premium’s lowest tier costing $4.99 a month, this VERY CONVENIENTLY ends up being $9.98, just 1 cent off from being a “Paying Player”

Seems like a clever way for Roblox to be able to keep more $

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terrible idea for games relying on premium payouts

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No, the point of Premium Payouts was to reward devs for making engaging content. The point wasn’t to “allow less monetized games to succeed”. From the original announcement post:

Next,

While true to an extent, this will discourage many AFK games. There’s a whole genre dedicated to it, and these games can only survive due to Premium Payouts. Some of these games are even shameless enough to have the Premium icon in their thumbnails.


These games are not profitable without PPs (Premium Payouts), so these games gone would be a net positive.

I’m also going to answer a few other replies while I’m at it.

@DDDDooooommmm1


If EBP was completely removed, that would leave a 25% share for the developers. However, it’s just changing. While we don’t know if those rewards are the same amount, that 3% isn’t going to 0%.
But fine. Let’s say, hypothetically, that EBPs are removed. The most you could lose is ~11% of revenue, which can be a lot, to be fair. However, you also shouldn’t be relying on something as volatile as Roblox to live off of.

@SleepyyTofu

Well yeah, it’s a one and done game. Roblox is taking a loss to keep your game up. If your game is profitless without Premium Payouts, why should Roblox be paying you?

It’s possible to make games with a “rich player experience” with elements of replayability. Also,

Assuming ~4.2% of Roblox users are Premium subscribers, there’s no way that all of your premium players would be making it to 45 minutes. You likely wouldn’t be getting 45 minutes of their Premium value, just saying. But hey, if I’m wrong, and you’re good enough at game design to keep players engaged for 45 minutes, you should be more than capable of adding some monetization and replayability to your game.

Player count sources


Source: Roblox User and Growth Stats You Need to Know in 2025

16.5 million premium users / 380 million monthly users = ~4.2% premium users

TLDR: Complaining about losing free money when your game isn’t favoring Roblox’s metrics is absurd. Either adjust your game to the platform, accept the loss of free money, or take your game somewhere else.

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You couldn’t be more wrong:

Maybe, but they also sell things. The better algorithm score means more players, and more players mean more potential sales.

You definitely need to review Dave Baszucki’s own introduction for Premium Payouts that’s in the reply that I linked.

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Well, in your original reply, you said that’s how “Roblox advertised it when it was first released”, not how Dave Baszuki proposed the idea at RDC. Pretty big distinction.

I also watched the video you linked, and at 18:13, he says that he is aiming for the Top 1,000 developer based on time spent to be able to earn $30,000 a year. Even adjusted for inflation, that’s still only ~$38,000 a year, from EBP, for the Top 0.01% of developers.

I think it’s reasonable to assume that the top 1000 developers have some sort of monetization in their game, and have games that are replayable enough to stay within the top 1,000.

So yeah, I was wrong by saying the point wasn’t to “allow less monetized games to succeed”, when it was in fact for that purpose. However, it was also intended to bridge that gap for games that succeeded in every other metric.

Also,

I mean yeah, but the types of people playing these games for free stuff are either people who don’t have the money to buy items, or people that have premium who wanna get their money’s worth. But when the bulk of your revenue comes from premium payouts, these games will take a huge hit.

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I mean, semantics, but fair enough I guess.

I’m not sure what this has to do with what we’re talking about here. It’s also grown a lot since then. But the top 1k experiences aren’t the ones that would suffer from this change.

Yes, the focus is to help smaller studios/developers get up to a place where they no longer need to rely on it. I think this is great. My issue is that this hurts developers the smaller they are, they way Roblox is wanting to change it.

Either way, I still think a cap should be given for an hour or so, rather than only one reward for 10 minutes. Aside from my dislike of the three experience limitation, my biggest issue is that this doesn’t reward enjoyable experiences that have play times greater than 10 minutes.


(Sorry this took me so long to write, I’m a bit distracted atm)

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