Sponsorship Costs and Long-Term CCU Stability

Hi all!

I’ve gone through many posts about sponsoring games, but unfortunately, I couldn’t find detailed information that answers all of my questions.

I’m interested in understanding the costs associated with advertising my game. I’ve seen that many people suggest running ads with a maximum bid of 0.01 Robux and for a duration of 10 to 20 days, so that the Roblox algorithm promotes the game.

However, I don’t quite understand what CCU (Concurrent Users) numbers we are talking about in this case. Are we aiming for 10-15 CCU? What if my goal is to reach more than 1000 CCU? What kind of daily budget would I need to achieve that, and how many days of advertising would be required?

Another question: once the ads end, will the player count remain stable?

If the player count does stay stable, how do I further increase it to continue growing? Should I rely on sponsorship again, or could that have a negative effect?

Let’s assume we’re discussing a high-quality game, like an Obby. I still have many questions and would appreciate any advice or insights from those with experience.

Sorry if a similar topic has already been created and I didn’t see it

1 Like

I created an ad campaign for 5 daily credits for 2 days, i got 800 concurrent players and 1600 visits and it only spent 5 credits. I think it mostly depends on your icon and thumbnail

3 Likes

Thanks for sharing ur experience!

800 CCU and 1600 visits with just 5 credits sounds very good. I’m curious, after the ad campaign ended, did the player count remain stable?

No because the game was boring

I’d love to hear from other developers who have run ad campaigns and managed to achieve stable growth in Concurrent Users (CCU) after the ads ended.

Specifically, I’m curious about what budgets were used and how long the results lasted. Has anyone here tried reaching more than 1000 CCU? What happened after the ad campaign ended?

Sponsored players (Ad campaign players) are essentially just “temporary” and a way for your game to gather enough data from players over 1-4 weeks to dictate how well you should be pushed by the algorithm, the more data - the better (if your stats are good) Sponsored players often won’t last too much longer after the ad campaign runs its course

1 Like

Thanks for ur answer

That is, it is important to make a game that will be interesting and advertise it for a long time (10-20 days). What amount of credits would u recommend spending over 10-20 days for a large amount of online? (CCU 1000)

1000 is quite a lot and honestly as far as my experience has taken me, too much - you really dont need that many to gather data with, I’ve seen games been pushed to 1000+ players (ccu) from the algorithm after sitting steady on 30-60 ccu for about 2 weeks.
One thing to note is that the algorithm is changing constantly, any right answers will be soon be wrong, and it’s difficult to keep up with, you’ll learn to test a ton, and just see what works best for you.
As for ad credit spending it would depend what type of game it is, I think you might’ve mentioned an obby in a reply but not 100% if that’s your actual game or not - obby’s unfortunately are expensive to push as they’re simple games and so so many people make them and try to push. The ad system works with bids, whoever is offering more money, gets the players, I would honestly just experiment with small ad credit amounts and play around with your thumbnails, icons, titles, CPM and CTR, these are all very important for the growth of your game. But for any game nowadays to advertise, its expensive, I’d expect upwards of 100-300 credits unless you’re trying to get lucky.

Just make sure you focus on your stats, the higher those are, the higher your chances are of being pushed. I unfortunately can’t give you exact numbers as it really is just volatile, so take what I say lightly, could’ve changed in the last 5 minutes for all I know.
Best of luck!

1 Like

Thank u very much for ur detailed response!

Yes, I’m creating an Obby game. My game is of high quality, and the matchmaking system is well-developed. I’ve spent six months working on it, and it’s still not fully finished, but I’m already thinking about promotion. If a budget of 100-300 credits is realistic, I think I can manage that. My goal is to build a game with strong online engagement, as it has endless potential for improvement with multiple maps and more to come. I appreciate ur insights; they really help me understand the next steps. Let’s hope for the best!

No worries at all man, I know how difficult it is finding this information when you don’t know it so thought I’d give you the little amount I know :smile:
Good luck :slight_smile:

1 Like

put a link on here for feedback before spending all that money, i’m also working on a game i will ask for feedback before me sponsoring. I think that the most important thing is engagement, you gotta keep players when they join in your game for 7-8 mins minimum atleast. Games that do well have an average playtime of 10-12 minutes, also good monetization strategies help. Also you don’t need 1000 ccu, from 30 to 100 are enough

1 Like

Thanks for the answer

I think I’ll create a topic for feedback on my game in the future