My Experiments with Sponsored and User Ads

Roblox ads work on bid system. If 99% of people selects females and only 1% males then people who advertise to males will have way more impressions (nobody advertises on console that’s why it is so good). Same with platforms and ages. This is the reason why sponsors so bad atm. They removed the <13 sponsors which pushed everyone into >13 range and robux/click went up like 2x

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The fact that they removed 13 under sponsors is wrong, it makes it way harder, since a half of roblox is probably under 13.

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Yes, but people will still advertise. They didn’t stop doing that. Which means more competition in >13 bracket with less players to advertise to. I was always advertising >13 so it is reflected in my sponsor data.

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I’d rather you to find some youtuber and pay him robux rather than roblox, thats it about advertising on roblox

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The idea is to get the most clicks and play time out of the sponsorship and for that it’s better to target audiences that most likely will be interested in the icon and the game itself. Otherwise you’re spending ROBUX to show the ad to people who are not gonna play the game, so there will be no return.

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Is there a list of ROBLOX youtubers somewhere?

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I messed this up! Apparently, I did not have “Console” checked as a valid platform for my game. After that I still had the reporting bug that did not show any clicks or CTR, but cost-per-play for consoles was really good. Too good to be truth, because I think my game isn’t very gamepad friendly, so I lost around 10% of review score.

I also tested like ~4 different icons, but didn’t log everything properly and now ROBLOX is showing my latest one in all of the Sponsored Ad reports.

So far, the best performing was the one I got for like ~7 dollars on Fiverrm, which was rough and quite low effort (good for the price), yet had enough of clickbait power to reach 3.5% CTR for older mobile males.

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Hi!! I’d like to hear your opinion, what is best metrics in sponsored ads? like the price for diff devices ads, most impressions, cpc-cpp or ctr? Or even post click??? thank you very much.

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Hi you!! I’d like to hear your opinion, what is best metrics in sponsored ads? like the price for diff devices ads, most impressions, cpc-cpp or ctr? Or even post click??? thank you very much.

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In my opinion, both CPC and CPP are very important, but I would put more focus on the icon to drive in more players cheaper to the store page and optimize that later to bring the CPP down.

However… Neither icon nor thumbnail aren’t magical. If your game has poor retention (like mine) and/or bad monetization (like mine), you will have to reach insanely low cost-per-play to make profit, so before you throw serious bux on the ads, make sure the game is as good as it can be too.

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I would like to thank you for making this post. You have made me realize just how absolutely horrible sponsoring on mobile really is. No wonder people think sponsoring is worse than it actually is, mobile sponsoring is GARBAGE.

With R$500, I noticed I was getting really awful impressions. At first I thought it was down to Roblox changing their advertising ecosystem or something. I had even stopped it before the second day so I could get part of my Robux back, it was that bad. But looking at this post made me realize: I actually ran the ad only for mobile devices, which I’ve never done before.

Seeing this post also made me try running a sponsor on Console, which I hadn’t done before. It’s a different game because the last game didn’t have Console support, so of course visits gained from it will vary, but even still the difference is HUGE!

Less Robux, more impressions, more visits, it’s just way better. Seriously might be the best sponsor I’ve ever ran in terms of cost-per-play, and it’s not even close to finished yet.

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i have noticed that too, so let me explain a secret to you - if you see that most of your players from phone - definely advertise the opposite…

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RE: @smashbros122
I would ignore impressions completely. They’re a very unreliable metric to compare results on different platforms. On desktop and console you do see way more games listed on the page and I think that skews impression counts in their favor.

So I would say the numbers of your mobile campaign was quite good and, if your game is mobile-friendly, I would try it again, but target specific age groups and genders. That should bring CPP below 10.

Either way, let’s not forget to a look at the session time and player spend on different platforms, because if “cheaper” console players don’t stick around, then it might be better to target others even if it costs more per play.

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So judging on previous posts, It seems to be better to spilt up your R$ into serveral sponser ads instead of one big sponser ad. Console seems to be the best impression and visit maker. However my game does not support console, I hope it would be worth it updating my game to support it.

I have a tight 3K Budget on my game and I’m looking to spend it wisely.
Would such a budget greatly increase my currently 100 sessions a day, or just give a small dent increase?

I have not ran any sponser ads but I am looking to do so very soon, this is a few stats of my game.




Apologize if my post seems off topic or complicated, I just really need some help on this.


I do think my game can be succesful, as I get 2 Concurrent players without sponsoring. My Icon has some great feedback (Watermark black swirls)
kittichuu old design (3)
Does my game, according from my stats seem as profitable game? Its pretty small as of now with only 3.5K Visits but I hope that getting the attention of more players will help it grow. Thanks @SnoutUpDev for posting your sponsering experiences.

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yeah i thought of that too, same feelings. also do u know what is best device that gives u most played device or most device that buys gamepasses? thank you alot!

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It really depends on what game you have. A complex high graphics game would probably get more computer users, and a simple roleplay game would get more mobile users. But for most games, Mobile Phone/Tablets get the most visits since most players play in a mobile device. My game does not support VR or Console so those are excluded.

For my game, Tablets is 1st (37 visits a day), Phone is 2nd (33 visits a day). and then Computer is 3rd. (31). However Computer users would play 50% longer than Mobile users for my game. As for gamepasses, Not sure which device gives more since Roblox do not provide that information. You would have to make a script inside your game that would read which device buys the most gamepasses. (Just saw a new topic today about that script)

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First of all, thank you for sharing stats, it’s very interesting to see how different games are doing and there’s not much information on that.

Second, in my eyes you’re already doing great organically and I would kill (figuratively) to get that many visits from search, hah. Very good play time, but I wonder if there are any retention issues that prevents the daily active users from growing. Are you getting enough feedback from the players?

If it’s 3000$ then your options are plenty, if you’re talking about robux then it’s only good for test ads to see how well your game is received by different platforms and how well the icon/store page is working, then work on improving things and trying the ads again to see if things change.

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On the topic of my personal experiments with ads… I rolled back to the cheap Fiverr icon and also removed the gameplay trailer. I don’t think my conversion rate was above 1% when I had the video as the thumbnail, so that’s 500 robux wasted and quite a hit to the confidence.

These results are good enough and I might keep the store page untouched for a while.

On the topic of consoles and conversion rate, I had a chance to try out my game on XBOX and see how the store page looks like. Whole roblox experience was very slow confusing and laggy, but that’s beyond the point.

Couple of takeaways here:

  • Gotta have a good (or at least proper) badge art
  • Could have a shorter descrption hook to make

Another important takeaway from my console test was that in order to gain access to some of the functions, new user MUST play a couple of the featured games first. Correct me if I’m wrong, but that would explain high impressions, cheap cost per play AND why sponsored ad on consoles lost me 10% of rating (people are forced to play games they are unlikely to enjoy).

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I get a good amount of search visits because there isn’t much competition on games that have the same genre as mine (1st one to see if your search “Junkyard”) and that’s why I took advantage of that gap.

For Feedback, I hired several testers, and I have a group where feedback takes place. About all the feedback has been great. Not much criticism on my game, just some suggestions of features (Which i added now).

I have 3K R$… so yeah I guess I have only enough for test ads but not enough to run a real ad. I was think about doing 4 test ads with 250 R$, then use the other 2K R$ for the best ad.

As for my what prevents the daily active users from growing. I get most of my visits from people that are looking for a junkyard game (Search visits). However, that only limits me. If there not looking for a junkyard game then I wont get their attention, that is why I’m looking to sponsor and for influencers to help grow my game, But I lack a good budget since my Audience is limited as of now.

I am also looking to expand my game into Xbox to increase my visits, But I don’t have a Xbox to test. Thats why I made this Topic to see if it can run well. Can You Test This On Xbox? - Help and Feedback / Platform Usage Support - Developer Forum | Roblox

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I gave your game a bit of my playtime, I can see a lot of room for improvement. At the beginning it’s a bit confusing and later there’s just isn’t that much to do. Most of the things I “built” felt like decorations, so I almost gave up before I got to the garage. If there was scrap somewhere around the base, I didn’t find it and getting at least taste of the boosters would be nice. Movement on foot is too slow to reach the first point of interest (post office, I spawned quite far away from it) and first car is a bit too slow to move around further and I wasn’t sure if there’s a reason to do so.

There’s much more, but I don’t want to drive the thread away from the main topic. No doubt that it could be made into a game that players come back to more often, so keep working on that retention!

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