Sponsored Ads traffic degrades the engagement metrics used for discovery, causing paid acquisition to harm organic ranking

Reported: 29 August 2026
Experience: GET OUT (extraction shooter, live since February 2026)


Summary

Running Sponsored Ads on my experience causes measured playtime, session length, and D1 retention to fall by large margins. Turning ads off causes all three to recover immediately, with no other changes to the experience.

Because these are the same signals discovery uses to evaluate experience quality, the effect is that buying Sponsored Ads makes an experience look worse to the recommendation system than not buying them.

I do not believe this is intended. It appears to be an unintended interaction between two systems: the advertising product is feeding traffic into the ranking product that does not behave like organic traffic, and nothing separates the two.


The evidence

I ran Sponsored Ads consistently for months, then turned them off for roughly one to two weeks in August. No updates shipped during that window. Same build, same experience, adjacent weeks. Every relevant graph changed immediately on ads being disabled.

  • Screenshot shows ads turned OFF, and then ON for the remainder of the graph.

Average playtime

With ads Ads off
Average playtime 11.1 – 12 min 28.0 – 29.9 min
Percentile band, ads off 50th – 90th (24.0 – 46.6 min)

Average session time

With ads Ads off
Average session 9.2 – 10 min 19.0 – 21.3 min
Percentile band, ads off 50th – 90th (14.5 – 25.9 min)

D1 retention

With ads Ads off
D1 retention ~3% 5 – 8%

The effect appears to scale with spend. Higher spend produced lower averages.

Across all three metrics the effect is consistent and large: playtime roughly halves, session time roughly halves, and D1 retention falls by around 40 to 60%. Three independent measures moving together in the same direction, on the same schedule, with no build change between them.

The important part: with ads off, this experience sits in the 50th to 90th percentile band on playtime and session time. That is a normal-to-healthy experience by the measures that describe whether players are enjoying themselves. With ads on, the same experience reports numbers suggesting something is badly wrong with it.

Nothing about the experience changed. Only the traffic source did.


Why this is a bug and not just poor ad performance

If ad traffic simply converted poorly, that would be an advertising effectiveness problem and my problem to solve.

The issue is that the same numbers are used to decide how the experience is recommended organically. The mechanism:

  1. I pay for Sponsored Ads.
  2. That traffic produces short sessions and does not return.
  3. My averaged playtime, session length, and retention fall sharply.
  4. Discovery reads those averages as evidence the experience is worse than it is.
  5. Organic reach falls.

Paying for the platform’s advertising product measurably harms performance in the platform’s own recommendation system. That is a perverse outcome and I do not believe any part of it was designed to work this way.


Supporting observations

New players are not reaching a single first-screen button

In a recent week where roughly 85% of new plays came from Sponsored Ads, 45% of new players dropped off at the Deploy step.

Deploy is one button on the first screen a player sees. No navigation, no menu to find, no prior step. Nearly half of new players never pressed it.

Recent campaign spend has contributed roughly 5 to 10 concurrent players.

CTR decline on unchanged creative, reported by multiple developers

Several other developers who run ads reached out independently after noticing the same thing. Identical creative that performed well earlier in the year now returns measurably worse CTR at comparable spend, starting around the changes announced on 15 June 2026.

This is the observation I am most confident about, because it is not specific to my account.

Ads Manager reporting delay

Play data no longer appears for days after the plays occur. Expected behaviour is that campaign performance surfaces promptly enough to adjust spend while a campaign runs. Actual behaviour is a multi-day lag, so spend decisions are made blind and corrected after the budget is already committed.

This compounds the above, because it becomes very difficult to tell whether a campaign underperformed or whether the data has simply not arrived yet.

Reproduction: start a campaign at a known daily spend. Record what the manager reports at one hour, six hours, and twenty-four hours. Record the same figures at seventy-two hours. Play counts for the earlier periods continue increasing well after those periods ended.


Wider context

I develop in the extraction shooter genre and track other titles in it. Figures observed 29 August 2026:

Title Peak Now
HAVOC (paid access, ~250–350 Robux) 1000+ sustained ~180
DESERTSTORM ~1000 ~80–120
Escape from Roblox low hundreds after a TikTok surge ~15
GET OUT 500–800 sustained (May) declining since mid-June

Four titles, different teams, different monetisation models, different update cadences. All shipped major updates through their declines. All are down since roughly the same date and none are recovering.

I raise this as context rather than as the central claim. These are experiences that depend heavily on population because the gameplay is PVP, which makes them unusually sensitive to any reduction in discovery. Whatever is happening shows up in this genre earlier and more sharply than it would elsewhere.

What I considered and ruled out

  • Genre fatigue. Probably a factor. Does not explain titles declining while shipping major updates, or a paid-access experience losing most of its population months after launch.
  • My own updates. I have made large changes and not all landed well. That explains my experience. It does not explain three others, and it does not explain the ads-off recovery, which happened with no update at all.
  • Seasonality. Mid-June to late August is normally a strong period.
  • Normal post-peak decline. Expected individually. Four titles simultaneously with no recovery over ten weeks is not.

What would resolve this

  1. Separate ad-attributed sessions from organic in the experience-quality signals used for discovery. At minimum they should not be weighted identically. An experience should not be penalised in recommendations for buying traffic through the platform’s own advertising product.

  2. Surface the split in analytics. I cannot currently see organic and ad-attributed metrics side by side. I only found this by turning ads off for two weeks and watching every graph move. That should not be how a developer discovers it.

  3. Verify whether ad-attributed plays behave differently from organic joins on session length and on progression past a first-screen button press. My data says they do, by a factor of roughly two to three on playtime.

  4. Reduce or document the Ads Manager reporting lag.

I have detailed analytics for GET OUT going back to February, including the full ads-on and ads-off comparison, and I am happy to share them privately with anyone on staff who wants to look.

Page URL: https://create.roblox.com/advertise

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Thank you for the report. We have assigned to our team for review.

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Thanks for taking the time to write this up. I’ve also noticed this in our game. Organic traffic players are way more competent as well. They interact with the game in a much more healthy way, they are generally a lot more likely to understand how to play the game, etc. I’ve also noticed that with homepage recommendation traffic, the player base has a higher client frame rate. I spent quite a bit of time optimizing our game when we first launched it with ads because the players coming from ads had suspiciously weak devices.

Generally, I think paid traffic is usually worse than organic traffic on platforms outside of ROBLOX as well, but it’s very noticeable on ROBLOX. However, on ROBLOX, it almost seems like the people who come from ads are literal bot farms. 45% of people not clicking a single button on the screen is quite insane. Swaths of players having sub 30 FPS in a game with a few hundred parts is insane. I’m not sure what the incentive behind this would be. It’s super depressing wanting to push paid traffic and getting penalized by your game metrics tanking due to the abnormally low quality of the players that come from ads.

To add onto the recommended resolutions:

  1. Separate ad-attributed sessions - 100% agreed, in our game, paid ads are used to fill matchmaking queues and without some way to get a critical mass going, it makes it much harder to launch a game that our organically sourced playerbase seems to love.
  2. Surface the split in analytics - 100%, Source should be in every single chart as a filterable option, including Performance, including Funnels.
  3. Verify ad-attributed plays behaving differently - We also notice a significant decrease in the number of players that press the giant PLAY button on the screen from players sourced via ads. I don’t have exact stats, but 50% of ad-sourced players not clicking the giant primary button in the game seems about right.
  4. Reduce or document the Ads Manager lag - This is actually lot more complex than it seems lol

Some of my recommendations:

  1. Add a conversion tracking system to the ad algorithm. I want the algorithm to optimize my ads around people who press the PLAY button or finish their first matchmaking game, not people who join, stand in the lobby for 3 minutes, and then leave. I’m willing to pay more for those players.
  2. Add Source to Funnels so it’s easier for developers to understand and validate this behavior from different channels. Imagine pushing ads for your game and the funnel being so bad that you spend two weeks improving it, just to realize that organic traffic behaves differently. It would also be useful to have Platform, hardware specs, and a few other filterable options in Funnels, because that’s where you can actually start to get information about if drop-off is due to performance issues, UX/UI issues (controller/touch not working like PC, etc.), or actual “game not fun” issues.
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