Introducing Regional Pricing for Passes

Hi Creators,

Since launching last year, Price Optimization has already helped eligible creators grow their earnings by 4%. Now, we’re excited to announce a new way to help creators grow their businesses.

Starting today, we will start offering Regional Pricing for Passes to all creators on Roblox and is entirely opt-in. This allows you to offer country-specific pricing for your Passes. By offering country-specific pricing for Passes, creators will give users who live in a specific country more appropriate pricing that reflects their local economy. In turn, users outside your region will be more likely to spend Robux inside your experience, helping creators earn more.

Creators decide which Passes they would like to offer country-specific prices for and set a “default price” for that Pass. Roblox then updates those prices in each region periodically. Region-specific prices are determined using a variety of signals, including a region’s purchasing power, currency exchange rates, and local spending behavior on Roblox.

From left to right: An in-experience store shown to a user in the US, and that in-experience store with Regional Pricing enabled shown to a user in Brazil.

For example, let’s say an experience’s creator has priced a Pass at 1,000 Robux in the United States. Without Regional Pricing, that Pass would be priced at 1,000 Robux in all countries, with a creator having to balance between their local pricing preference and the global market. 1,000 Robux may be an accessible price for users to pay in the United States, but that same price would be considered a premium in other regions. Once that creator enables Regional Pricing, creators can more easily align prices to their local markets. In this example, users in Brazil would be able to purchase that Pass for 700 Robux and users in India would be able to purchase for 500 Robux.

As a result, more users are likely to buy the Pass, leading to higher overall sales volume and increased total earnings from that Pass despite the lower price points in some regions.

Once Regional Pricing is enabled, the prices users see will depend on the region where they are located. To prevent users from taking advantage of lower prices outside their region, we use a variety of signals to determine a user’s location. Users cannot manually update their location to take advantage of lower prices. Users accessing Roblox through a VPN may not receive region-specific pricing. Similarly, users traveling abroad for a short duration will continue to see prices from their home country.

Make Sure Prices Are Updating Dynamically

To ensure the best experience for users, creators should first ensure the prices of their Passes are dynamically scripted through the MarketplaceService API. You can do this by using GetProductInfo() or GetDeveloperProductsAsync() on the client to retrieve and display current prices. The API should be called from the client for every user.

We’ve created a dynamic price check tool to help you identify which of your prices are dynamically updated. To do this, it updates all Passes for sale with a mock price to identify which of your product prices are hard-coded and which are scripted with the MarketplaceService API inside your experience. If a product price updates to the mock Robux price, that price has been scripted correctly. If it remains the same, it’s been hard-coded or the price is not fetched using a client script.

The price will need to be dynamically scripted for regional prices to be accurately reflected inside the experience. For further instructions on how to properly script product prices, see Selling Passes and Selling Developer Products.

  1. Go to Monetization > Passes

  2. Click and select Dynamic Price Check

  3. Under Add test accounts, enter up to five Roblox users to check for hard-coded prices

  4. Select a testing type

    • Price pinned updates all dynamically-scripted prices with a set fake Robux amount

    • Location pinned updates all dynamically-scripted prices with a region-specific price for a fake location

  5. Click Enable. After a few minutes, you can enter your experience to identify the hard-coded prices

To disable the dynamic price check tool, go to the Dynamic Price Check page and click Disable.

How to Set Up Regional Pricing for Passes

Once you’ve checked that your Passes are set up correctly, you can turn on Regional Pricing for some or all of your Passes on Creator Hub. Here’s how to do this:

  1. Go to Creations and select an experience

  2. Go to Monetization > Passes

  3. Enable Regional Pricing for multiple items at once by selecting Passes > Enable Regional Pricing:

  4. Alternatively, select an existing Pass or create a new Pass to regionalize one Pass

    a. Click Sales

    • Turn on Enable Regional Pricing. The Top Countries/Regions list updates to show the adjusted regional price per country or region based on the default price of the Pass. To view regional prices for all countries and regions, click View all.

    b. Click Save Changes

  5. Regional prices will be adjusted periodically to reflect shifting economic conditions around the world. If a user’s location cannot be determined or they are using a VPN, they will be given the default price

  6. Track changes to payer conversion by region, as well as revenue and average revenue per daily active user (ARPDAU) by going to Creator Hub > Monetization > Overview. Then, scroll down to Payer Conversion Rate

Regional Pricing with Price Optimization

Creators that have at least 60,000 transactions in the last 30 days are eligible for Price Optimization and can benefit from dynamically tested prices that are also region specific. Price Optimization uses advanced testing to recommend optimal prices for your developer products and Passes, helping you maximize revenue without sacrificing user engagement.

One successful example is Slap Battles, who has seen over 15% increase in earnings by offering more competitive prices. Reducing prices on some Passes and developer products led to pricing that was more attractive to a wider audience, driving higher earnings overall.

Tencell, the developer of Slap Battles said “The high scale of data in the Price Optimization tests lets us take the guesswork out of choosing how much to charge. It’s a win-win for our players because they see lower prices.”

Additional Resources

Please let us know if you have any questions.
Thank you,


FAQs

Can I turn Regional Pricing on or off at any time?

  • Yes. Creators can opt-in and opt-out of Regional Pricing at any time.

Can I customize the price for each region?

  • No. Creators can select the default price for each Pass. Roblox then sets region-specific pricing for each Pass that is opted-in for Regional Pricing automatically.

How do I track payer participation around the world?

  • Creators can key metrics across regions in Creator Hub.

    For a breakdown of active users by country, go to Creator Hub > Analytics > Demographics.

    For monetization, creators can track revenue, payer conversion rate, average revenue per paying user (ARPU), and average revenue per daily active user (ARPDAU) by navigating to Creator Hub > Monetization > Overview.

What happens if prices are not scripted dynamically?

  • If your Passes are hard-coded, users inside your experience may not see the correct region-specific price for that Pass, which could cause confusion. To prevent this, you can use our dynamic price check tool to identify which Passes use hard-coded prices. From there, you should use the MarketplaceService API to set up prices correctly. Instructions for doing so can be found here.

    Please note: Users will always see the correct prices for Passes on the Experience Details Page, since those prices are scripted dynamically.

How are you preventing users from changing locations to take advantage of lower prices?

  • Ensuring fairness and preventing misuse are our top priorities for this tool. By using a variety of signals to determine a user’s location, we are mitigating the ability of users to manually update their location to take advantage of lower prices. Users who access Roblox from a VPN will be shown the default (highest) price for Passes.

When will Regional Pricing be available for avatar items and developer products?

  • We are working on enabling Regional Pricing for avatar items and developer products, and hope to have updates to share in the coming months.
68 Likes

This topic was automatically opened after 11 minutes.

Cool.

I have my doubts about the VPN-prevention. Gambling locks are easily bypassed using a VPN. I don’t expect this feature to have any stronger verification than that.

Is there more information on what ‘signals’ are used to determine the actual location of a user?

8 Likes

This is very nice, question is will this also be moved over to Roblox Subscriptions as well & or the Plugin Marketplace?

5 Likes

If regional pricing is based off of a user’s Account Location, it’d be easily (or at least possibly) bypassed by a VPN. That’s my biggest worry with this kinda stuff. Love seeing how this’ll benefit lesser developed countries, but just take a look at other platforms that offer regional pricing and how people take advantage of it.

Hoping to hear more details about how you’ll go about this.

3 Likes

Oh neat, I remember that some countries have a way lower average income which means products are way harder to get there.

Suppose this feature makes some products more affordable for lower-income countries?

3 Likes

But how exactly? To my knowledge Roblox doesn’t instantly update your account location upon changing location so unless the user is logging into the platform everyday with a VPN i don’t think it would cause any issues

Well except for creating accounts but i don’t see a reason why someone would create a account to get a cheaper gamepass which is not tradable

i have somehow managed to break this before it was announced :confused:
i uhh, seriously broke dynamic price check

3 Likes

It’s not instant, but they do automatically chamge your account region if they detect that your IP has been different for a while. Not sure how long that “while” is, but they send you a notification and an email when they do change it.

Alt accounts that trade items they get from a game to their main. If buying a “x1.25” multiplayer on their alt is cheaper then would expect them to do that.

Bot accounts that sell their items on say eBay, would not be surprised if they utilize cheaper passes to speed up whatever they’re doing.

1 Like

I quite like this. And even if people are able to get cheaper gamepasses using a VPN or whatnot, I really don’t mind that. Regional pricing will probably be something I turn on for almost everything from now on.

1 Like

Does this mean it is based on IPv6?

I don’t see why it’s up to us creators to have localized prices in the first place when Robux prices are unaffected. It defeats the entire purpose of this feature because of that.
I’m a Canadian who would have to spend slightly more compared to the American for purchasing Robux. Imagine if someone from Brazil is purchasing Robux, they would have to buy it at American prices which is a lot of money for them.

This only applies to in-game purchases which is sad since I could see this being used for the marketplace, as well as plugins.

2 Likes

Validating this on our end at Slap Battles, I seriously recommend anybody here try out price optimization if they can and haven’t already. It can make such a huge difference!

3 Likes

Aw, I had the idea to hike up prices on people for being British. :frowning_face:

(THIS IS A JOKE)
14 Likes

This is a great update that really balances the platform for users.

2 Likes

You can’t exactly just change your account location anymore, you need to contact support, meaning if you move countries, you have to either provide passport or immigration papers proving you moved in. This goes for temporary visits too, but I highly doubt they’ll let location changes just for a two-night hotel stay.

keyword mitigating

we’re doomed

You can change this once-per-account with roblox support iirc

Why?

We can already essentially do this with LocalizationService:GetCountryRegionForPlayerAsync() and a ton of products (iirc), but it’s very tedious and we’d also lose out on the other security measures this (allegedly) has. We shouldn’t be forced to have automated pricing.

But what use case would you have for manually adjusting these regional prices? You haven’t really made a strong case to them for why manual adjustment would be necessary.

I really hope so! Currently the Premium subscription is very expensive in Brazil and i can’t afford it with the current prices, would love to see regional pricing be expanded to that :smiling_face_with_tear:

What if you don’t want the pricing to go under a minimum/maximum for specific locations no matter what?

What if you want to raise the price for a specific place?

What if you just… didn’t want the pricing to be adjusted automatically and instead opted to do it manually?