Issues with the Developer Exchange: Testimonies from the Roblox Dev Community

Testimony for zKevin

Let me start by saying Roblox has given me many many opportunities that I am extremely grateful for. I had the chance create the games of my dreams and projects that I am genuinely proud of. That being said, it’s been frustrating how monetization always takes a large chunk of focus when creating anything. I have considered many times to move on to a different platform or to use cheap and easy tactics to financially support myself. I understand strict monetization strategies optimize income, but I can’t help but feel like I’m exploiting children to get a reasonable cut for my work. Ideally, I would want casual bonuses for those who are interested and supportive for my projects. Instead I’m left to fight with lootboxes and skinnerbox techniques. Doing what’s morally right isn’t advised if you want to make a living here.

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Testimony for FamedChris

Roblox has always been a huge part of my life since I was a kid, and for me to have the opportunities I have now is awesome. Growing up with Roblox was an amazing experience; however, there’s so much to be said for how developer income rates have discouraged me over the years.

I started developing seriously in 2015 when I stopped building just for fun and started aiming to go somewhere. For me to get where I am, I had to make a lot of different showcases and maps for free just hoping to be noticed by anyone that could provide some sort of income for my services. Only by around 2017 was I really noticed and made my first devex with the help of some top developers and now my close friends.

By 2018 I released my first serious project which was Work at a Coffee Shop. Work at a Coffee Shop was spent months in the making, and the income it was generating didn’t seem with the investment of my own time and money I put into it. After a month, because we weren’t earning much from it, we stopped updating heavily despite the amount of hours and investment we put into it because both me and my programmer didn’t see it as a viable income source. Updates from then on were mostly aimed at some cosmetic changes like different themed maps.

Around late 2018 my commissions slowed down a bit and my family life was difficult due to a loss of income. I frantically started rushing to find any commissions to help out with the situation and after working many hours made only close to what I had made months before. At this time, I was heavily considering leaving Roblox to focus on college and get a part time job as it seemed more manageable.

I stuck around for a bit longer and was happy I did, but it makes me think about if things went a little bit differently and were a little bit worse. If I was in a worse situation, I would have left Roblox a long time ago, and I think with rates this low, we’re losing a lot of talent. I have met countless people over my years here who left Roblox because it wasn’t sustainable enough for them to even consider it worth their time and energy.

Roblox is an amazing platform, but due to the low exchange rate, people within the platform are struggling to get by, and developers who see us from the outside either don’t take us seriously or have never heard of us because of a lack of competitive pay. If developer exchange rates were increased, we would see a lot more of these people sticking on the platform for longer and would see outside professionals coming in, which could be great for competition, larger team sizes, and more risky projects that push the boundaries of what’s considered good.

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Testimony for TheAmazeman (Virtual Valley Games)

Today, @Inyo22 and I work full time on our game Roblox Titanic, but due to the current DevEx rates, I was only able to start Roblox full time in 2018 because I had scored free rent (while heavily paying off debt) for making family proud having graduating college. I then invited Inyo22 to live with me so we both have free rent. Roblox has been sustainable enough for my entire college career and debt so far to be paid for with DevEx, but it wasn’t easy or without intense periods of financial strain and stress. Higher DevEx rates would relieve financial stress for many more developers, and increase the quality of games by having more developers become full time. For reference, going full time for a year and a half has allowed us to double our “projected long term income” by focusing on improving our game like never before.

It’s very exciting knowing our game is trended to make Roblox multiple 6 figures/yr, but due to the developer cut and our percentage earnings for each of us working on it, this dries up quickly. After all the cuts, the earnings feel like they’re in the make it or break it zone. It is both awesome and frustrating to know that we have “made it”, with how much value added our game makes (players purchasing enough Robux to count as multiple six figures), but the end result is not quite there yet due to the low DevEx rates. I could easily drop everything and get a job in my college major to supplement my income. Roblox could easily accelerate people’s success by increasing the DevEx rates.

While it is partially our own fault that our game has caused us financial stress, the current DevEx rates are holding us back as a development team as a whole. We want to create a new game for this summer, but we are constantly having to postpone development while we maintain our current game. With a raised DevEx rate, we would be able to stall updates while working on a potentially promising new game. Whether or not this is the correct strategic move, we as developers with gigantic loyalty to Roblox would like to feel more secure while we develop on the platform. There would be a huge morale boost if DevEx rates were to raise, the excitement would create a boom of so many more high quality Roblox games.

We’re happy to do what we love even if for me it doesn’t currently make all of what a starting salary of a job using my degree could make. Our game is a huge passion project that has gone on for many years, only because of previous DevEx rate raises. If there is more room for Roblox to raise DevEx rates, it should be done. We wouldn’t have been able to continue without the DevEx rate increase in 2017, who knows what struggles or missed opportunities are ahead without another increase.

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Testimony for MrWindy / Flee the Facility / A.W. Apps

Where do I begin? Back in 2008 I started playing Roblox in middle school after watching some school kids play it. In 2010 I created my MrWindy account (same as my Club Penguin) and realized I could make my own games and play them with friends. I had no idea how to code or build, but was very eager to learn. After making some tycoons with some easy to use free models, I fell in love with the game development process. I even wanted to grow up and work for Club Penguin (RIP). At the time, Roblox was just a fun hobby of mine creating and playing.

In 2012 my life changed direction once I saw a local high school teenager on the news. He was able learn and write code for various mobile games for iPhone and sell them on the app store. He went though almost the exact same design process as me by writing down ideas and making them a reality. At this point I was locked into becoming a game developer as a career no matter what.

As I went into high school I left Roblox since I felt I out grew it and I saw better game dev opportunities else where. I picked up an iphone 4 development book and an ios 6 development book drew some level designs for my first game and turned to the first page of the book. “Why do I need a snow leopard to make iphone games?” I thought to myself after reading. It felt pretty impossible to learn xcode from just these books but I still felt determined to make a game. Later after searching and learning my first mobile game “Cave Spider” was created using drag n drop programming in GameSalad and published to the App Store early 2014 my junior year of high school. barely anyone played it but I still felt proud of what I accomplished.

A few months later I competed in a few Ludum Dare game Jams and published a new mobile game that summer “Zig Zag Run”. Not a lot of people played that one too until something big happened a month later. After Flappy Bird died a new era arose in the appstore. Ketechapp just started making simple clicker games and one of them just so happened to be named “Zig Zag”. so for that summer I had my first taste of success with having a popular game in the top 100 free to play action games thanks to SEO. But it eventually died down and I made around $10,000 for college and a VR PC I still use today.

The next massive pivot in my life was my senor year of high school. I was accepted into a technical school in my area to take two semesters worth of java programming class. I had an amazing teacher and since java is really close to C# I was able to teach my self unity and learn unity game development from other ludum dare youtubers like quill18 and ETseeki Games (aka MasterIndie now a days after the Ant Simulator crowdfunding mess in 2016). Throughout my senor year of high school and first year in college (late 2014 - early 2016) I published 2 mobile games and serveral Ludum Dare games using Unity. It felt great knowing If I endure and learn I could get into a game development career with my early experience resume. But my 2 mobile games ‘Sky Scout’ and ‘Neon Core’ didn’t do to well and I wasn’t sure what to do. It was getting impossible to get any visibility on both app stores.

Then by the end of my first year of college (spring 2016) my childhood friend told me at lunch one day about how Roblox is now paying their developers real money through DevEx. I tinkered around in a few test places to learn lua (Roblox API and Roblox University helped a lot) and I remember looking through roblox articles about how this was life changing for roblox developers, like the blog post about Taymaster in 2015. After playing the most popular games at the time, I realized the key to successfull games on Roblox was building social interactions into the core gameplay itself. I saw an opportunity to be a big fish in a lake rather than a small fish in an ocean, and thus Flee the Facility started development in summer of 2016.

It felt like a big risk switching platforms but I knew it was riskier on the app store and I had a Hail Marry for Roblox. My parents and relatives thought it was insane to pursue roblox, they thought I had better chances with app store, but I did my research, I had experience learning quickly, and I had a plan. Summer of 2016 - Fall of 2017 was the last shot I had before my appstore funds and college savings ran out.

I continued my second year of college and 2017 was a tough year for me and my family for various reasons. I was pretty close to broke and only had enough money to barely make the fall semester tuition that fall. I looked for summer jobs everywhere in the area and summer computer internships and no got back to me, all while I was still working on roblox development.

In the July of 2017 I released Flee the Facility to the public, it still needed work but was ready for the public to try. I threw out small ads every day but only got crickets and around 10 concurrent players at most. At this point I figured my options were to drop out of college in spring, get a working job, and stick to roblox development as a hobby. Or start taking on student debt and continue Roblox as a hobby. Things looked pretty bad until a spark happened a month after release.

Out of nowhere thousands of Xbox players started playing Flee the Facility and it grew on other devices too. I finally had a successful game again. Going off of my past experience I thought It would only last a few months, but it just kept growing long term throughout late 2017-2018. I struck a cord with roblox players through my game. I felt like I accomplished the impossible. It was unbelievable that my college and car was paid for thanks to DevEx.

In Summer 2018, I had the opportunity to move to Roblox HQ and work there as an accelerator on new game. As soon as I walked in on the first day It felt unrealistic standing there and introducing myself with my username and real name. It honestly felt like the best of 2 worlds colliding. I had a lot of great experiences seeing roblox first hand and making friends/working with some of the greatest developers I know.

Backstory Over.

Now it’s 2019, my game is still doing well for me. But, I’m past the ‘honey moon’ phase of receiving my first paycheck for my roblox game and now looking at long term goals and career. I realized that Roblox is know a career path, but it is only good for solo devs like myself or small teams. Talking to other devs and hearing their experiences and listening to Roblox’s goal for the future, everyone wants higher quality / bigger games on roblox. Right now I have to stick with making smaller scale games within my skill set because I do most of development work myself and contract out some parts of development. From all my years of game development I know my limits, if I want bigger games, then I need a bigger team with full time workers. I also want to find workers from out side Roblox too, there is simply not enough talent from within Roblox right now to start +100 studios. There is also not enough revenue to fund a team that big.

For a while now DevEx rates stayed the same at around 20% for devs. We know Roblox provides many services like free servers, the engine, and the ad/player ecosystem. But the competition is catching up. Google Stadia, Unity, and Unreal are starting to setup there own servers for developers to use. If Roblox wants to survive we need to bring in outside developers like myself, but not just for solos like me. With even a 40% or 50%, that would attract more outside developers and form bigger teams.

A higher DevEx rate would also let smaller devs work more and put time into more unique games with niche audiences and not worry about the financial risk. Right now if you want to pursue Roblox as a career you need to make games for all of Roblox’s players, this is why simple easy simulators are popular. It’s easy for kids to understand. What happens once those kids grow up and want to play more complex niche games? they are hard to find today and the devs behind them don’t have the funds to give there niche game frequent updates.

In the end, I love Roblox. Roblox was the start to my almost 10 year game development early career, even back when I knew nothing and was just excited to learn and create new virtual worlds for others enjoyment. I’m glad it came full circle and now I can pursue indie game development as a viable career. I have Roblox and DevEx to thank for that. I’m just afraid if DevEx rates don’t change, Roblox and its players base is missing out on all the talented devs and teams (big or small) outside of Roblox and what amazing unique experiences they can bring to the table. My experience shows that any dev when determined can switch and learn new platforms when needed and I’m afraid some of the more talented teams in Roblox will leave to other better paying platforms to develop bigger games and niche games.

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I don’t have time for a testimony, but put me down as a signatory.

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Hi all, thank you everyone for this tremendous response! To ensure the visibility of testimonies, we kindly ask that further replies to the thread be reserved for testimonies or similar! If you want to have your signature added, please use the link below:

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Testimony for Inyo22

I have been on Roblox since roughly late 2010 I primarily focus on building and modeling. I also happen to suffer from COPD (Chronic Obstructed Pulmonary Disease).

For a majority of my life my career has been one of a railroad man. I was a Locomotive Engineer for a small short-line railroad making roughly $10,000 a year working sometimes 60 hour weeks at a pay rate of $12 an hour. However in times when my COPD flairs up the medicine I need to take cost far more than what I can afford on my Railroad pay alone.

Thanks to DevEx one winter, I was able to purchase life saving medicine for my failing lungs which I would not of been able to afford without.

DevEx has literally saved my life that winter without it I am certain I would be 6ft under.

I am now pursuing Roblox Dev full time from my original life long career of railroading and it is making me far more than I ever did on the railroad. Roblox has given me the opportunity for a better life I have never had or would of had the opportunity for.

With higher DevEx rates I can more easily avoid a life or death situation which often plaques me due to my failing lungs and increase the quality of life I had never been able to experience before.

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A post was merged into an existing topic: DevEx Signature Tracking

While I’ve never actually been able to DevEx on Roblox, this is still concerning to me that even top developers on Roblox are unable to hire other developers for their games. This should definitely be addressed as it’s something that will prove to be detrimental to the platform’s growth and could potentially kill Roblox itself.

I think being able to cash out around 70% of your revenue would be more than enough to allow larger studios to form. The current 20 - 30% plus taxes is one of the worst in the industry. And it sucks too because Roblox has the potential to be a million times better than other platforms.

Signs

I 100% support this.

-TheRings0fSaturn

EDIT
I should point that the current exchange rates are perfect for single, one man teams, such as myself. However, for much larger teams, it’s simply not feasible to develop on Roblox, unless the other developers on your team agree to not be paid as much. If Roblox wants bigger and better games, they need to increase the exchange rate in developer’s favor. The aforementioned 70% shouldn’t be harmful to the platform.

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For me, this is a matter of my future career choice. What I’m writing below is not necessarily a complaint, but just an inside look at what it would look like to move away from a full-time software job and jump into Roblox game development at the current DevEx rates.


I’ll just be as transparent as possible. I currently make $75k/year at my current gig. Considering where I live (Ohio) and how long I’ve been in this career (2 years), this is great, especially considering I started out at $60k. I could work my way up over time. The job is stable and the business is doing well. It’s a pretty typical software engineering position.

Thus, I’m stuck here: If I want to do game development, I feel that I must at least make on Roblox what I make at my job. If I don’t, how could I justify quitting my current job? And if I quit my job, I also lose all my benefits (401k matching, healthcare, dental, eyecare, etc.)

In other words, I need to make 20M-30M Robux per year in order to match my current job. So, roughly 2M Robux per month. I made 30k Robux last month. In other words, I am 1.5% toward my financial goal of being able to quit my job and move to Roblox game development. Ha.

However, I also don’t have any games currently profiting at the moment. Most of my R$ comes from my first-ever game, RO-Port Tycoon, which wasn’t built to be monetized.

There is certainly a responsibility on my own end to work on other games and try to monetize properly.


To dive into the bigger picture, I also want to start a game development studio here in Columbus, OH. While I stated my personal financial goals, I can’t stop there if I want to employ others in the future. At the moment, all of that is very far off in the distance.

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Testimony for @cloakedyoshi

I’ve been on Roblox since 2009. I played it as a player from 2009 to 2013, eventually vowing to quit in 2013 after my friends had long left the platform. I decided to stay around to learn Lua and to develop games once the Developer Exchange released. At the time, I never expected to get enough to ever get a profit, but it was an amazing motivator. It meant that the time I put into game development could actually have a turnaround and help me in life and with finances.

I would say I’m probably the perfect example for someone who uses the Dev Ex as a bonus for creating content.

As @zKevin stated:

Doing what’s morally right isn’t advised if you want to make a living here.

I refuse to go into predatory marketing. Lootboxes, P2W, and other malicious ways to get income from children are a no go for me. I think lootbox gambling should be illegal for minors, but it’s currently the only real way to earn a living on Roblox with the current robux tax and exchange rates.

I refuse to do that. Instead, I offer hours of bonus content and cosmetic items at the cost of a few cents and a fair amount of my own time. If I got 100% of the revenue or even 50%, this could start being a part-time or full-time job for me. Instead, it really ends up being small amounts of money I occasionally can use to buy textbooks. It’s not shabby, but it could be so much more. If it was more, I could allot more time into game development on Roblox. I could convince real life friends to join me in Roblox development, and I could polish my games here even more. Instead, it’s really more of a passion project, but eventually I’ll have to leave the platform if I can’t make a living.

EDIT: I also just thought of an interesting perspective. As ludicrous as this sounds, even if Roblox were to remove the 30% tax and give the developer a 1 robuck = 1 cent exchange rate (real life money equivalent of robux), they still make all the money from limiteds and hats. So asking for something like a 70/30 or 80/20 split isn’t unreasonable.

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Roblox has given me the ability to go from developing games as a hobby to developing games full-time. With the recent success of Dungeon Quest, I was in a position where I could support myself and fully commit to working on the game. This has been an amazing experience and I am truly grateful to have this opportunity.

In order for me to keep the game alive, I had to put 100% of my effort into it (and still do). I quit my internship and took a break from college to focus on the development of Dungeon Quest.
Putting everything in your life aside to pursue a career in Roblox game development is a huge commitment where one must weigh out the potential benefits against the opportunity cost. I asked myself if the decision to pursue this goal would be the right one a few years down the road. Would I have been better off if I kept my job and continued with my degree?

Thankfully I have the luxury of not having to pay any bills, so this decision is easier for me than it might be for others. I would imagine most talented developers, especially ones outside of the Roblox platform don’t share this same luxury, so making the decision to switch to Roblox may not seem like a viable choice to them. In order for a developer to commit to Roblox game development, the benefits must outweigh the opportunity cost and one of the biggest benefits is of course the Developer Exchange.

Increasing the DevEx rate would entice more talented developers to enter the Roblox platform. It would also allow current devs to invest more into their games which would in turn create better games overall for Roblox. Developers would be able to hire larger teams to work on games which would allow currently improbable concepts to be a realistic goal for a game.

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Today marks my 11th year on Roblox. I’ve made a game with currently 127M+ visits that has earned me some decent money. However, that money has to be split between four people, meaning that for all the work I put into this game, I will get an amount far less than should reasonably be expected. Factor the low rates in with the tier system of the DevEx system where if I want to hit higher milestones each time, I have to neglect school work and work crunch time, it’s extremely demotivating to work on my game rather than enjoyable. I’m burnt out, and I don’t want to work on it anymore. My group is only 4 people, I can’t imagine how badly this impacts much larger teams.

I strongly empathize with @zKevin. It seems the only way to reliably make money on this platform is to drop all responsibility and morality and create predatory skinner boxes filled with loot crates and garbage. You are actively punished on Roblox for making a well designed game. Higher developer exchange rates wouldn’t eliminate this problem completely, but it’s possible more developers would be resilient to these sorts of tactics if they could earn a more reasonable wage without them.

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Testimony for BSlickMusic

I’ll keep it short. I have had the opportunity to work with so many devs on the platform, big as well as small. It’s no secret that assets, especially art driven assets, have the ability to give a game so much more polish and beauty, that it’s silly to think it’s not important. Having said that, not all developers have the skill to create art NOR pay someone the amount it requires to get decent art assets.

The DevEx rate affects me too, because as a mostly 3rd party contracted composer, I am able to charge for my music in robux. This has led to me being able to keep creating music and assets for those who need it, as a full time job since I got laid off from my corporate job back in January. It hasn’t been easy of course, but making a job out of the Roblox is real. It’s right at the tips of everyone’s fingers, and it could be much more of a reality if we considered all of the above.

Thank you.

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Any improvements for Devex would be something in the right direction, since capabilities in regards to devex are required to justify risky endeavors such as pursuing Roblox Development full time, or even part time. For people that do commissions as well as game-owners.

I already spend a lot of time on Roblox but I’m hoping to crank it up a notch as I’ll be graduating from high school soon. I’ve accumulated enough robux lately to devex a few times but I’ve spent it on a few projects in hopes of further increasing profits in order to justify spending most of my free time developing on Roblox. I could imagine that one bad month with somewhat lower revenue from Roblox could hit a smaller developer pretty hard, which could actually discourage one to further work on Roblox and to instead find a more stable means of income. Tweaking the current status-quo could encourage developers to fine-tune experiences more on Roblox, which in turn could mean an overall increase in game quality and could help create a better perception of Roblox. I see rather a positive feedback loop in changing devex details.

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Testimony for Dev0mar

Roblox has been a huge part of my life, There has not been a single day since I’ve joined the platform where I have not came on roblox or even thought about it. I am so grateful for all the experience, friends, opportunities and connections I have gained from the platform.

While I don’t have games under my own name, I have worked for a few popular games, most notable Freeze Tag, by @ConnorVIII, I’ve spent a great amount of time on freeze tag and its community, I truly enjoyed every second I was apart of it, be it working on Roblox events or making updates for the game that the community ask for. However, after the 2019 egg hunt I needed to step down as both Connor and I have bills to pay (Life expenses, college, etc) what we were getting from the game was simply not enough to support the both of us, leading me to step down from my position.

If Roblox were to increase the DevEx rates, it would be much easier to work on games we are passionate about and being able to support ourselves, I urge Roblox to take all these testimonies posted by my fellow developers and myself, and consider looking into the DevEx program to better support its developer community.

Thank you.

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Testimony for Jandel
(Fray, Bed Wars, Floppy Fighters)

I tend to agree with most people in this thread, a perfect example of how the poor dev-ex rates affect game development is with my title Fray. Last RDC David talked about how Roblox wanted to appeal to a wider/older audience so we quickly began development on Fray, using the latest technology (Technically RThro wasn’t out yet so we made our own rig). We have since needed to abandon the project because simply we weren’t generating enough revenue - our only saving grace was the people from the Developer Relations Team like @Nightgaladeld and @InceptionTime who put in a lot of personal effort into getting our game featured in the featured sort allowing us to commit to more development time. Without them, Fray would have been such a huge uphill battle we might not have even broken even on our initial investment. If Dev-Ex rates increased we would be able to re-visit our title Fray and keep developing on it, until then it sits dormant - and we simply can’t commit the resources to further its development.

People like @InceptionTime, @chewbeccca, @Nightgaladeld, @new_storm at the developer relations team have all been such a help to my projects that I’ve felt the security I needed to branch out and commit to projects that aren’t your usual simulator titles, and do something new and fun on Roblox. So a huge thanks to them!

Even my game Floppy Fighters see’s growing pains due to the Dev-Ex Rates (but not to the extent Fray did). An increase in the Dev-Ex rates allows me to focus on my more niche audience within Roblox without the worry of having to make 1-2M Robux per month to just pay bills.

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This hit me hard in the feels. very well written.

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Testimony for tyridge77

I started playing roblox in 2008 and quickly fell in love with learning how to make games in 2009. I’m not nearly as successful financially yet as many other developers here submitting testimonies, but because of my 10 years of experience on the platform, and my love for creating games and the faith I put in Roblox and my abilities, I’ve made the decision to work full time on game development and hold off on college or other fields of work for the time being.

Now, entrepreneurship has always been a gamble. However, as several others here have pointed out , Roblox feels like even more of a gamble for creating a sustainable income off of - a lot more than it should be.

I’ll try to summarize how I feel about the situation without being verbose or going into details that others have already covered quite clearly.

In order to sustain yourself comfortably you need a pretty successful game. Front page developers don’t usually have as big of an issue, but even they will likely make less than the same game if it was on another platform(assuming everything else was the same).

Because the rates are too low, trying to stick around on Roblox climbing the ladder to success can be very difficult. You don’t need money to make your break, but sometimes you need time and motivation. Motivation can start to die as people find that they can’t treat Roblox like a job until their success has already happened.

Because the rates are low I think it also encourages people to go down the simulator route. Not that I have anything against stereotypical simulators or the people who make them, but a lot of people don’t want to spend several months of work creating their passion projects because even if they end up selling and have 1000 concurrent players, they’re still going to feel like they’re making absolutely nothing in comparison to some of the more simpler, “exploitative” quick bucks on the front page.

A lot of new developers are trying to go down the easy route not because they’re lazy people or just want to try to be exploitative, but because they’re worried that making what they actually want to make simply won’t be a viable option because of how low the low tiers are.

I don’t want to try to go down the simulator route myself, because I wouldn’t enjoy that and I want to enjoy my job, it’s all I do now. But feeling like I need to if I want to stop worrying about financial sustainability gets a bit saddening

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Honestly, i feel the current devEx rate is fine,

I feel comparing it to Epic games store isn’t really a fair comparison. Epic games store provides no where near as many services as Roblox or steam as an example. Steam would be a more fair comparison, they offer steam workshop, which is like what we have with upload-able assets, obviously the game distribution itself is important, proton is a large project they’re working on to expand their platform further, and many other systems such as friends, groups, etc. Steam gives 70%, and still provides all those services. However, Roblox i would say provides more, they do all the server hosting for games, databases (unless you use http instead of DataStore of course), and uptime for all of it. They work on the engine itself, and are trying to expand it to more platforms, such as playstation (as they had job listings for PS development).

Now, considering how much Roblox offers, we have to consider the financial impact of increasing DevEx rate on roblox. Roblox is always hiring and trying to expand to other platforms as mentioned above. We don’t know their revenue/profits and can only speculate. This could affect them more than we know with what we know.

From rumors/info I’ve heard some top devs literally cashed out over a million a year. I don’t understand how they can’t hire people. Many game studios have started out small, like most on Roblox there are some successful ones as far as i’m aware.

I am in full support of increased devEx rate, as it’d help me financially for sure, I just am unsure if they could afford it or not. I personally feel the current rate is good and it should go toward improving the platform further.

Though i said whats above, It would definitely allow more successful teams to operate, and eventually expand to make more games, ultimately making Roblox more money. One thing it COULD do, though unsure on this, is basically allow devs to monetize less aggressively, making it easier on the players who ultimately pay our salaries.

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