Leveling Up Ads Manager With New Features

@perhapseb - thanks for reaching out!

We’re actively looking into this issue. If you try again, are you still encountering the same error?

@MayorStag - thanks for reaching out! We’re actively looking into this issue. If you try again, are you still encountering the same error?

@Frostilism - thanks! we agree with you! We believe great ads are content, and we’re focused on building tools that help creators grow their experiences through high-quality, engaging ads.

If you have any other feedback about ads on Roblox or Sponsored ads, feel free to let us know. Thanks!

@AbstractAlex - Ahh, thanks for calling this out!

Yeah, when you’ve got a lot of experiences, that dropdown can definitely get overwhelming. Totally see how a search bar would make things way smoother—we’ll work on updating that based on your feedback.

If anything else comes up, feel free to keep the feedback coming!

Did you end up trying out creating a campaign? How’d it go? We’d love to hear your thoughts.

@roblox_user_19965962 - Looping back on this—totally hear your concern. We believe that great ads are content, and we’re focused on building tools that help creators grow their experiences through high-quality, engaging ads. At the same time, we have strong moderation systems in place to ensure all ads meet a high standard and are appropriate for the platform.

Thanks again for sharing your thoughts—if anything else comes to mind, we’re always open to feedback!

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Yes it was when I was using the new sponsored ad system a couple days ago, I paid for 2 days (the current minimum) with 10 ad credits and I was out of half of my credits after one big 15 minute wave of impressions.

The ads shouldn’t come in short bursts and like others have said - the minimum costs are still too high - especially if its a new developer testing new thumbnails with unknown performance metrics.

Most games don’t earn enough to blow $50-$100 on the recommended ‘weekly’ ad settings, especially if they don’t know how the new ad system is performing after all these recent changes since the removal of banner/tower ads.

I understand that the ad rates/costs have gotten better recently, but only the top 10k games are making over 2k robux per day.

Same issue, no matter how I try to upload (Drag and drop, just uploading directly using the button) I get this error

Yes, this is using the new system. My hourly/daily performance chart looked like a roller coaster. Each spike was evenly happening every 20 minutes where it would climb and peak at the 20 minute mark and then straight line down back to the average player count until the next 20 minutes.

Example from running the ads this morning on 2 different experiences using the new ad system:

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For some reason It doesnt let me run any ads. Says “Advertiser name is not valid, please update and try again.” I have tried changing the campaign names and stuff, but still no luck. Does it want me to run the ad from the account that OWNS the group? Even tho my account has all the same permissions. Im lost, please help!
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To add on to what this user posted, for my game my player numbers went up and down so fast that it didn’t even count towards my ‘concurrent users’ or ‘daily users’ metrics.

While the ad was running I could see the numbers climb in my charts, but once the ad was over I checked today and it looks as though there was no advertisement ran at all. It still shows up in my ‘impressions’ chart though.

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Ever since the release of this feature the classic ad manager has become useless and started yielding 0 results. You used to have the ability to run an ad for 20 ad credits with a CPP of 0.01 in a day and have the entire ad used up. Now running an ad for 0.02 CPP does not even yield a single impression.

The new ad manager is worse than what we had due to us not being able to target age groups, devices and countries, not being able to specify how much ad credits you want to pay per play and not giving you a consistent amount of players throughout the day and only spikes and yes, it is optional to use however this new feature has harmed the classic ads a lot. Since I’ve ran countless of ads before and always have had my single day ads for 20 credits get used up within that day and now I don’t receive any impressions.

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I own an outfit game for context- What I typically intend on doing is just getting high conversion players to spread my items to more people and break even or profit on the ad spend, so low volume search experience targeting works best for me because search experiences helps find those spending/high conversion players to maximize revenue, and maximizing players hurts my metrics since it’s not particularly a game all can enjoy regardless of Robux, and rather a shopping experience.

The new menu does look great and I’d love to try it but I only have the one game and don’t wanna hurt metrics- While setting up an ad, I was unable to upload an image to the creative due to one of the plugins (I believe BTR) so I had to open incognito- Don’t know if Roblox aims to solve those types of issues or leave it to the plugin developer but I thought I’d mention it

@Silver_Wolf5874 - To unlock MASSIVE growth. Good catch though! We’ll make sure to update the GIFs in the future :smile:

@Life_Blox - Good question! Right now, campaigns need to run for at least 24 hours, which is why we have the 2-day minimum in place.

Curious though — would shorter campaigns be helpful for you? If so, we’d love to hear more about how you’d use them. Your input would be super helpful as we look into improving this! :raised_hands:

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@nix102on - or, to unlock MASSIVE growth :smile:
We’ll update the GIFs in the future :slight_smile:

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@kuritigu - thanks for reaching out about this — we’re digging into it now and will loop back with more info soon! :zap:

I totally agree. The classic ads manager was great and now it’s almost useless. I really hope they fix it soon

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Thank you for the reply and follow up question.

I have a couple use cases that I use single-day ads for (I currently achieve these by flipping off the slider when I’m done):

  • Quick AB thumb/icon/title tests (getting rough results back quickly and with minimal spend)

  • Game concept/design testing (getting a 1-day spurt of users to collect “just enough” data without overspending to inform our direction for the game design)

Basically anything where we need a low-cost minimum viable set of users to test something/inform decisions. The 1-day/24-hour period is perfect because it hits every time zone equally and then it’s done.

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Thank you for your response. I’m looking forward to seeing the new targeting options.

I do believe that it would be very useful to have a range of different goals to choose from:

  • Maximise plays (already exists)
  • Maximise average session time
  • Maximise retention
  • Maximise ROI
  • Test experience metadata CTR/PTR
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@kayakrivers please fix the gigantic spikes :sob:

Its exactly 20 minutes for every spike and drop

Not to mention, these massive spikes do NOT contribute to organic growth and always yield 0 return in revenue

I’m making more Robux when I don’t run ads :upside_down_face:

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