Variable DevProduct cost

TL;DR Variable DevProduct costs are way overdue

As a Roblox developer, managing DevProducts for your game is currently too difficult. You need to create a separate DevProduct for each and every type of purchase in the game. There is no ability to change the price of a DevProduct on the go, forcing developers to create tens, if not hundreds, of DevProducts to cover all the different types of in-game purchases.

Addressing this issue would significantly improve my development experience, as I could create one DevProduct for a category of purchases instead of separate DevProducts for every individual purchase.


Here are a few benefits this feature would bring to Roblox developers:

  • Being able to change the price of a DevProduct based on in-game variables.
  • Being able to offer discounts for mass purchases.

Additionally, here’s an example of a current challenge I face:
A game has a timer that can be skipped by paying a certain amount. Due to current DevProduct pricing, we were forced to create a new DevProduct for each duration (e.g., 15m, 30m, etc.). If we had the ability to set variable costs, we could use one DevProduct to represent all durations and change its price for each specific instance as needed.


This issue has been brought up several times in the past, but none of the posts are recent. I feel this issue needs to be highlighted again. Here are some of the posts I found, which also contain more examples:

This issue has been brought up a number of times in the past, but none of the posts are recent and I feel this issue needs to be brought up again. Some of the posts I found, which also contain more examples:

Best,
Legoracer

30 Likes

Yeah, I would even stop using dev-products all together as well. Imagine just doing:

MarketplaceService:PromptCustomPurchase(Name, PriceInRobux, ImageId, Callback)
MarketplaceService.OnCustomPurchase → Event, triggers with the info Name, PriceInRobux, ImageId


Or maybe some new Product instance that we can create/delete/change at any time during the game.

What negatives could this have, not sure… But I don’t like needing to create often a product.

14 Likes

Honestly, using a replacement like this sounds a lot better and would be a lot easier for Roblox to update in the future as well.

2 Likes

This would also be perfect for donation systems whereby players would then be able to donate any amount they desire.

7 Likes

Bump, was just looking for this thread.

image
Was just playing grow a garden and realized how if I could get a lower price for this skip, id spend it rn.

Yes I know they could create 2 or even 3 different dev products for different percentages of completion but this takes way more effort and knowledge to setup.

I have thought about this in the past, but didnt really consider that maybe I could make a difference now.

Itd be SO NICE as a developer to just be able to prompt the player for a set amount of robux, and would absolutely incentivise players to spend more money (in the example of setting a dev product to be cheaper based on the percentage of skip remaining)

2 Likes

another bump

YES

I was hoping for a system where I could discount gamepasses for specific players based on certain variables.

this would most definitely hook more players, rather than having a flat discount for all players.

2 Likes

My experience could benefit from a variable cost in at least two areas (purchasing any amount of Credits & convert any amount of Experience.)

Bump - I think this is a necessity

Bump - this would be amazing and is very needed.

1 Like

I honestly could see some areas where this feature could be abused (ie skyrocketing the price for a Plus/Verified user). Personally I’d be fine if one could have it variable within a bit of thresholds (maybe +/- 10%, or something?)

Then, a dev could make a devproduct for a sort of ‘price region.’ For example, a 50 Robux product that covers 45-55 robux. That allow flexibility, whilst also enabling protection for users from malicious pricing.