Putting in game currency in a 'bank' or investing in stocks

I was wondering if either of these topics can be done within a Roblox game without breaking any TOS

  1. Putting away your in game money in a bank. You’d earn interest (either simple or compound) and could retrieve your cash after a week or so, with the bonus interest you made.
  2. Stock markets. I’ve seen this question asked maybe once before, but broadly. Idea is simple, investing in in-game stocks (made up) that rise or drop daily. I fear this could be classed as ‘gambling’ as I do have dev products that allow players to buy cash, however there are numerous ways for a player to earn cash in the game anyway.

Any thoughts are great :slight_smile:

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Don’t see any blatantly obvious ways this could break TOS unless it costs robux to use / put money in the bank AND interest rates can change.

As long as the shares don’t cost robux AND as you said your cash can be earned in several ways through the game and is considered by definition a ‘currency’ then this is within TOS.

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Number One
As long as it is at fixed interests rates with no changes, you should be fine. I’ve seen countless games use a type of investment system where you are able to forfeit in-game currency for a period of time for a return-on-investment plus your original.

Number 2

NinjoOnline:
Stock markets. I’ve seen this question asked maybe once before, but broadly. Idea is simple, investing in in-game stocks (made up) that rise or drop daily. I fear this could be classed as ‘gambling’ as I do have dev products that allow players to buy cash, however there are numerous ways for a player to earn cash in the game anyway.

This does fall within violation of the ToS even with multiple other ways to obtain in-game currency. Through indirect purchases, a player could theoretically gamble away amounts of Robux through a stock market system. Which in essence, is practically formal gambling.

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Well that’s where I’m confused, because if you look at games with a crate system, nearly all of them sell currencies with robux and they don’t come under gambling tos?

In a crate scenario, it is permitted by ToS as long as developers disclose the true odds or statistics of getting certain tiers of items. Such as 50% common, 25% rare, and so on.

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Still weird though, don’t you think? To allow gambling so long as the odds are disclosed won’t stop people from gambling. When you play slots in real life you know your odds are going to suck but people with an addiction will keep at it.

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If the crate is robux, if its a non premium currency that can be bought with robux then while the TOS is certainly grey, it does not outline that as breaking TOS.

Whereas if there was a currency named shards, that could only be obtained through purchasing with robux, then you would have to disclose odds, but since OP said there would be other way to obtain it is not a premium currency.

Both have been done before so yeah it’s possible

I’ve also been researching into the ins and outs of complex economies and finance systems in a Roblox game also - I think it could be a really interesting element to gameplay if done correctly. I could work very smoothly with communities such as roleplaying communities but another interesting way to implement it would be something like a common market for items. More games really should think about including these dynamics in my opinion.

Let it be known that even Roblox developers agree that the US stock market is essentially gambling

Like the above posters said though, if it’s a currency tied to Robux then it’s against TOS

Saying that, I know a game (not mine, someone else’s) that has crates with random loot. You can buy them either with Coins or Rubies - Rubies are a currency that can ONLY be obtained through purchasing dev products with Robux. Coins are eaned through normal gameplay. The crates do disclose the odds, but the rarest rarity of items has hidden odds behind “???”. Others however have the odds listed.
Is that against the TOS?

If you really wanna do the stock market idea you’d need a special currency that cannot be bought through Robux (nor should it be buyable by a currency that can be bought via Robux)

If there is a chance to lose money, it’s considered gambling.

Please put specific game design questions in the #help-and-feedback:game-design-support category over #discussion (I just moved it from there). Discussion should be used for discussing Roblox development itself or higher-level questions that don’t fit in any of the support categories.

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Pardon me being very late, but my friend and I are making a stock market game and our game will have a randomly generated value but each stock will have an individual stability value that would define how much/how likely the stock would drop/rise. How would you suggest to make the stocks behave more like stocks.

I’m no stock market analyst or anything but from my own knowledge, the news is the biggest indicator. Once a headline comes out that talks about the company removing their products from shelves, people just uninvest. Or, say, a rogue dictatorship blockades a country that is a huge market for that company. People uninvest again! For your game, if you weren’t planning on doing so, I’d have to recommend randomized or pre-written news broadcasts. When I say randomized, I mean like “{Company} has recalled the smash hit {Product} after controversy.”