Super Low Payer Conversion Rate

Hi everyone!

I recently discovered the Roblox engine and have been having a great time building things with it. I just published my first game in the RP & Life genre, but I’ve noticed that the Payer Conversion stats are surprisingly low.

Since I’m new to this and don’t have much experience, I’m not sure if these stats are normal or if I’m doing something wrong. I’d really appreciate any feedback or advice from you all!

Here is the game: Rockford City 🏠 RP [UPD] - Roblox

Thank you!

5 Likes

Hi I’m the PM for analytics at Roblox. That is pretty low payer conversion but good news is half of these metrics are really strong.

Based on these benchmarks I’d work on:

  1. D1 retention: Try to instrument an onboarding funnel to see where new players are dropping off and then address the gaps. Event types | Documentation - Roblox Creator Hub

  2. Payer conversion: Some ideas are to introduce starter packs or new player bonuses or perhaps make your Store more discoverable. Also instrumenting economy events will help you understand player wallet balances and optimize.

Hope this helps.

1 Like

Wow, that was a quick reply! :grinning:

That’s super insightful, and I’ll start working on them. I really appreciate your guidance!

Hello, I have a PvP game, but its revenue is really low. I’ve tried everything, but the main issue seems to be the stats. However, that’s not the only problem—78% of my game’s audience is Brazilian. Is there a way to attract more players from other countries, especially the American community?

PvP Arena - Roblox

Low payer conversion rate can be related to Roblox pushing the game to countries like Russia, Mexico, Ukraine and Brazil. Roblox doesn’t seem to have a problem doing this. I have this same issue and my US and UK audience are falling. Roblox is recommending the same front page games for the US and UK audience all the time I think. If a game is already making a lot of revenue for Roblox, they will want to keep it that way. US/UK players are really important to have good monetization, without them it’s not looking good. Making gamepasses/dev products cheaper is a strategy, but many of the players have no robux, so who knows if it would have any effect.

Yeah, it seems that way. I’ve noticed a weird pattern, my CCU has been growing a bit, but revenue is actually dropping. I started checking the “Audience” tab more often, and my US audience fell from 35% to 25% (and I think it’ll drop even more). Meanwhile, Brazil, Mexico, and the Philippines are rising. I guess the algorithm didn’t like the monetization stats and put the game into some kind of pool, like you described. Honestly, it makes sense, why would Roblox funnel its most paying audience into a game with poor monetization stats

1 Like