Totally hear you — Search support is high on our list. It’s on the roadmap, and we’re planning to roll out more formats and goals (like Improve Retention and Drive Robux Spend) in the coming months.
In the meantime, you can still run Search or Portal ads through the Classic flow.
If you have other feedback or ideas, we’d love to hear them — it really helps us shape what’s next.
We totally agree — we believe great ads are content, and we’re focused on building tools that help creators grow their experiences through high-quality, engaging ads. We also have strong moderation in place to help ensure ads meet a high bar.
Thanks for taking the time to share your thoughts — if anything else comes to mind, we’d love to hear it!
Thanks so much for sharing — really appreciate you taking the time. It’s amazing to hear you’ve had success with Roblox Ads! We’re excited to keep improving Ads Manager based on feedback like this, and we’re confident performance will keep getting better! If there’s anything else you’d like to see or share, we’re all ears!
The day you guys make ad credits not cost so much is the day that I will see this as being true lol.
If you are really putting developers first, then you’d at least lessen the pricing needed to get ads up and running. With the old ads feature, there wasn’t a minimum, meaning I could put in a hundred or a thousand Robux in. Now, that doesn’t work. It makes big, established games have no problem getting themselves out there while smaller games making nowhere near as much income are left to rot.
I know this is worded harshly, but it’s how this really is for smaller developers, and developers in struggling economies.
This ENTIRE update means almost nothing to smaller developers until those prices are lowered.
I get what you are saying, but how can games get out there and get successful if they have basically no way to get themselves out there? You’d need to get either a once in a blue moon chance of a YouTuber joining and filming your game, or you’d need to get lucky with the recommendations. The whole thing is a gamble, and with the old ads manager, it was much more user-controlled, not algorithm-controlled. The smaller dev wanting to make it big is now ignored with this feature.
I think 5k robux minimum or 15 dollars is reasonable for an ad, roblox still needs to make sure their sponsored section is filled with games that have had some sort of funding to quality check the game, otherwise the sponsored section would be full of very badly made cashgrabs (which it still is, the issue would just be made worse)
Didn’t they say they were working on something to deal with the cashgrabs and trendy thumbnails in a post in late 2024? I recall they did. Either way, if that feature is improved/added in, it’ll help deal with the cashgrab issue. Not fully mitigate it, but it would lessen it enough to where the prices could definitely be lowered without a worry of cashgrab games flooding in.
However, I do get your concern, but in order for new games to succeed, the prices need to be lowered. Games are only made popular now from an investor coming in or a YouTuber finding the game. It shouldn’t be like that, there should be more ways for a small dev to get their game out there.
You can’t search places on the new ad manager- it’s a drop down.
So I have to search through a list of 100+ places to find the one I want to advertise…
The old one had a search bar… this seems like such an obvious oversight.
This looks great!
Only thing that would really make it better is allowing us to set a maximum CPP, as I feel uncomfortable with the possibility of the algorithm burning ad credits if a experience has a high CPP.
What is the point of making ads run for 2 days minimum? Just to increase the minimum cost we have to pay? Because my ads will have no impressions for hours then all of a sudden my game jumps from 50 players up to 300 - but just for a few minutes - which makes zero sense if your algorithm is trying to make our ads last 2 days.
These ads should be sending players to our games at a steady pace, but instead it’s a trickle that randomly turns into a firehose, but only for a minute. How are we supposed to keep steady player numbers with an ad system like that? I never had issues like this with the old tower/banner style ads.
So is this one goal of this new ads manager that we get the most for our money? I’m pretty sure you had to sponsor in a very specific plan to get the most out of the ad credits in the old manager. Will there be/still be these very specific strategies for getting the most out of ads?
It’s most definitely trying to “test the waters” of how the average Roblox player behaves in your game. The average Roblox player is likely in 4th grade on a mobile device, so if your game doesn’t cater to that specific demographic, the ad algorithm thinks it caters to no one.