Leveling Up Ads Manager With New Features

@Reditect - totally agree — “saying what my preferences are is actionable” really nails it. Love how you broke it down into two purposes. We’ve been thinking along similar lines with some of the advanced targeting work in progress — stuff that could even let users set preferences directly. Curious how we might bring filters/tags into the mix in a way that feels lightweight but still super useful. Appreciate you sharing the feedback — if anything else comes to mind, definitely let us know!

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@SquarianSquare - awesome — if you have any other feedback, just let me know! Curious if you’ve tried out the new flow yet? Now with fractional bidding, most creators are seeing lower Cost Per Play (CPP), even below the classic minimum bid.

@Nogora22 - thanks for flagging this and sharing the details — super helpful. We’re looking into it and will loop back soon with an update. Were you still seeing this issue today?

@wravager - thanks so much for sharing this — super helpful. Most campaigns are seeing smooth, even delivery throughout the day, but we’re actively making improvements to make this even better.

One thing you can try in the meantime is scheduling your campaign to start at midnight for the next day — that usually helps with more even pacing. We’re also rolling out some changes in the next couple of days that should address this more directly, and we’ll loop back once that’s live!

@MarineMike826 - thanks so much for sharing this — super helpful. Most campaigns are seeing smooth, even delivery throughout the day, but we’re actively making improvements to make this even better.

One thing you can try in the meantime is scheduling your campaign to start at midnight for the next day — that usually helps with more even pacing. We’re also rolling out some changes in the next couple of days that should address this more directly, and we’ll loop back once that’s live!

@Life_Blox - really appreciate you breaking this down — makes a ton of sense. Love how you’re trying to use single-day ads for quick validation and early signals without overcommitting budget. We’ll definitely keep this use case in mind as we continue quickly iterating on the ad tools. If you have any other feedback or ideas, would love to hear them!

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@RozCutTrom - appreciate you sharing this — totally hear you. We’re actively working on improvements and will have updates rolling out soon. Curious, what did you like most about the classic Ads Manager? Would love to make sure we’re bringing the best parts forward as we continue improving.

@wravager - thanks so much for flagging this and sharing the charts — really helpful context. Most campaigns should be seeing smooth, evenly distributed traffic from the start, but in cases like this, one thing that can help is scheduling the campaign to start at midnight for the following day — that often improves pacing.

We’re also rolling out changes in the next couple of days that should address these spikes for the small number of campaigns that experience this. We’ll follow up again once those updates are live!

Any other feedback about the ads manager system? Would love to hear your thoughts!

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@C9OQI - this is awesome — really appreciate you taking the time to break it down like this. These goals are super aligned with what we’re exploring next. Retention, ROI, and session-based optimization are definitely on our radar.

Curious — have you had a chance to try the “Maximize Plays” goal yet? With fractional bidding, most creators are seeing a lower Cost Per Play than the Classic flow’s minimum bid. Would love to hear how it’s working for you if you’ve given it a shot!

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@Valkenheim - really appreciate the context — makes a lot of sense for an outfit game focused on high-conversion players. If you do decide to give the new system a try, it should actually help metrics (you can always start with low budget campaigns) — most creators are seeing a lower Cost Per Play than the Classic flow now that fractional bidding is live in the new Ads Manager. Curious what makes you think it could impact your metrics?

We’re also working on introducing new optimization goals, including one focused on maximizing Robux spend, which feels like it could be a strong fit for your use case. If there are other goals that would be useful for you, we’d love to hear them.

Also, appreciate you flagging the upload issue — sounds like it could be plugin-related, but we’ll take a closer look just in case. Glad incognito mode worked as a temporary workaround!

Any other feedback so far? We’d love to hear it.

@71xt - thanks for taking the time to share this — really appreciate the detailed feedback, and totally hear your frustration.

One thing to note is that the Classic Ads Manager required a minimum bid to win impressions, while the new system uses fractional bidding — which means most creators are now seeing a lower Cost Per Play than was ever possible with Classic, even at small budgets.

The new Ads Manager also takes into account device, age, and many other factors automatically to help match your ads with the right players. We’re also working on bringing in more advanced targeting options to give creators even more control like you mentioned.

Curious — have you had a chance to try out the new flow yet? Would love to hear how it performs for you, as most creators are seeing much better results compared to Classic.

@RozCutTrom - also - most creators are now seeing a lower Cost Per Play than was ever possible with Classic, even at small budgets.

Curious — have you had a chance to try out the new flow yet? Would love to hear how it performs for you, as most creators are seeing much better results compared to Classic.

@kuritigu - thanks again for flagging. That issue should be fully resolved now, and you should be able to try again without any problems.

If you run into anything else or have more feedback, we’d love to hear it — always looking to make the experience better!

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@Nogora22 - just wanted to follow up — this should be all fixed now! Mind giving it another try when you get a chance? Appreciate you flagging it earlier. Let us know if anything else comes up!

@MarineMike826 - really appreciate you sharing this — totally get the concern. The short bursts definitely aren’t ideal, and we’re rolling out improvements this week to smooth out pacing across the full day.

That said, most creators aren’t experiencing this kind of bursty delivery — but in cases where it does happen, one thing that can help is scheduling the campaign to start at midnight for the following day. That usually results in much more even delivery.

Also, with fractional bidding now live, most creators are seeing lower Cost Per Play than what was possible in the Classic flow — even with smaller budgets. We know how important it is to test things like thumbnails affordably, and we’re actively working on ways to make that easier. Really appreciate the feedback — it helps shape what we build next.

I’d love to hear how your next campaign goes — feel free to share any feedback!

@AbstractAlex - curious if you’ve had a chance to try out the new flow? Most creators are seeing much lower Cost Per Play than even the minimum bid in the Classic flow, especially with fractional bidding now live.

Would love to hear your thoughts if you tried it out?

@Wheatly199 - appreciate you sharing this — totally hear the frustration. The good news is that with fractional bidding in the new system, most creators are now seeing much lower Cost Per Play, often even below the Classic flow’s minimum bid.

We’re also actively working on ways to lower the barrier to entry even further and make it easier for creators to get started — especially for smaller-scale or early testing use cases.

Would love to hear your feedback on what you think would help make the system better or easier to use!

@AbstractAlex - this is resolved now too! So, you should be all set here :smile:

Let us know if any other feedback comes up. We’d love to hear your thoughts!

Great! I also was just about to edit my message to add these goal suggestions:

  • Grow with your existing audience (sponsors to the same demographic that already plays the game - which might be helpful for not ruining your experience’s metrics)
  • Maintain a specific number of concurrent players (given that cpm/cpp is low enough and ctr/ptr is high enough for this to be possible)
  • Maximise quantity of feedback

It would be very VERY useful to be able to sponsor new experiences pre-“official launch” to players who typically leave feedback for games… so there would be no need to beg friends to test our games just to get biased feedback

I have tested it out a little bit and here’s a quick summary of how it went (in order):

  • Two big ccu spikes
  • Then, low rate of budget spending
  • Resulted in CPP of 0.01 and 0.008

I can see why this is beneficial to users who did not understand how to use the old ads manager but personally these are around the same results as I would’ve had from the old manager. Though, it’s worth noting that I tested this on a game with relatively poorly performing game art so perhaps my experience would be different otherwise.

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Issue has been solved on my end since yesterday, the other Roblox Staff terraformingvenus private messaged me and had the issue fixed

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