regional pricing is a great feature, but the way it was rolled out has caused serious, game-breaking issues — not just for PLS DONATE, but for an entire category of donation-based games on Roblox.
i say this with full respect, but the rollout felt super rushed and lacked proper consideration for experiences that rely heavily on gamepasses. PLS DONATE, Clip It, Starving Artists, and other donation games are all being impacted.
PLS DONATE is entirely built around gamepasses & spending robux, so when regional pricing changes the actual amount spent — but the game can only see the full base price — it completely breaks our donation logic, global effects, robux leaderboards, and the overall integrity of our game.
I appreciate that the dynamic price check tool issue was fixed — but that only solved part of the problem. we still have no way to get the true robux amount spent on a gamepass from the server, and no way to detect if regional pricing is enabled on a gamepass.
we tried adding a client-side price check, but that’s not a real solution. it’s easily bypassed, especially by exploiters. we’ve had to disable core parts in our game just to prevent abuse, and it’s already taking a toll on our player count & revenue
we weren’t warned, we weren’t given solutions to prepare — and now we’re stuck dealing with the consequences of a system we can’t control. our leaderboards literally represent real robux spent, not some arbitrary estimate. without accurate data, our game doesn’t function as intended.
i understand the intent behind regional pricing and the broader benefits it brings, but i genuinely don’t think the team behind this realizes how badly it’s affecting games like ours. this isn’t just a small inconvenience — it’s messing and ruining our game, hurting our player count & revenue.
we need:
- ability to know the actual robux amount spent from the server
until then, this will continue to hurt our experience and others like it. please treat this with urgency — because right now, it’s breaking some of the most community-driven games on the platform and it causes us huge losses.
Expected behavior
if everything was working correctly, the game would be able to receive the actual robux amount spent on each gamepass purchase regardless of regional pricing from the server. this would allow us to accurately trigger donation-related features, update leaderboards, and maintain the integrity of player stats and effects.
A private message is associated with this bug report