Question about game's moneytization and donation mechanic

I’m thinking about creating an in-game marketplace where users can effectively sell in-game currency through donations, similar to how games like “PLS Donate” operate.

The idea: a user sets up a Game Pass they created and links it to some amount of in-game currency. When another player purchases the Game Pass, they receive that currency in-game.

Would this setup comply with Roblox’s Terms of Service?

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bump. Still waiting for an answer.

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What you’re describing is a pretty common idea, but the key issue here is compliance with Roblox’s Terms of Service, not the technical setup.

Short answer: Yes, your concept can be compliant, but only if you structure it correctly.

The important distinction is this:

• Players can sell their own Game Passes
• Buyers can receive in-game perks, cosmetics, or currency tied to that purchase
• But you cannot create a system that directly transfers Robux or acts like a currency exchange

In your example, where a user links their Game Pass to an amount of in-game currency and another player buys it, that is generally allowed as long as:

• The currency is only usable inside the game
• It has gameplay value (cosmetics, upgrades, etc.)
• It is not advertised as a way to convert Robux between players
• It does not promise real-world value or Robux returns

Games like donation or booth-style experiences operate on this exact model. The purchase is technically just buying a developer product or Game Pass, and the game reacts by granting something in return.

Where people run into trouble is when the system starts to resemble:

• Robux trading
• Cashing out between users
• Gambling or random payouts
• Misleading rewards

So the safe pattern looks like this:

• Player creates Game Pass
• Another player buys it
• Your game detects the purchase
• You grant in-game currency or items

That keeps everything inside the platform economy, which is what Roblox expects.

One practical tip: use Developer Products instead of Game Passes if the purchase needs to be repeatable. Game Passes can only be bought once, while Developer Products can be purchased multiple times, which is usually better for donation-style systems.

Also consider:

• Add clear UI explaining what the buyer receives
• Avoid wording like “sell currency” or “earn Robux from players”
• Keep the reward proportional and transparent

If you’re implementing the interaction side (for example triggering a purchase from a booth or prompt), this tutorial walks through a simple working setup for donation-style purchases and handling developer product IDs:

It shows the basic flow end-to-end, which can save some trial and error when wiring the system together.

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Hi, can you create a game pass to give some rewards in exchange, specifying that I can help you with the development of the game by purchasing that game pass?

paying people for helping in game development is the one thing marked as “legal”
I did it many times, but usuallly it’s done by group payouts

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