This bug report is being reposted due to engineers marking the original issue as “fixed,” despite providing a private solution exclusively to the top donation game, PLS DONATE, and neglecting the broader Roblox developer community. As a result, developers of thousands of games that utilize donation functionality remain without an official and effective solution. This repost seeks immediate attention and an appropriate, publicly available resolution to the Regional Pricing issue impacting all developers equitably.
PLS DONATE has mitigated this issue by preventing gamepasses with regional pricing enabled from being prompted to purchase. If Roblox provided PLS DONATE developers with a publicly accessible, non-cookie-restricted API that checks whether regional pricing is active on a gamepass, this solution must be shared openly with the developer community. If their solution is different, the exact resolution that engineers provided to them should still be publicly disclosed.
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 rushed and lacked proper consideration for experiences heavily reliant on gamepasses. Popular games like PLS DONATE, Clip It, and Starving Artists are severely impacted.
PLS DONATE in particular is entirely built around gamepasses and Robux transactions, so when regional pricing modifies the actual Robux spent—but the server can only see the full base price—it breaks the donation logic, global effects, Robux leaderboards, and overall game integrity.
Although the dynamic price check tool issue was partially addressed, it doesn’t fully resolve the core problem. Developers still lack a method to reliably know the actual Robux amount spent server-side, nor can they detect if regional pricing is active.
Adding client-side price checks isn’t a secure or real solution—it can be easily bypassed by exploiters. This forces developers, myself included, to disable critical game features to prevent abuse, directly harming player counts and revenue.
We weren’t warned or provided solutions beforehand, leaving us dealing with consequences beyond our control. Leaderboards represent real Robux spent, not arbitrary estimates, and without accurate data, our games don’t function correctly.
I understand the intent behind regional pricing and its broader benefits, but I genuinely believe the Roblox team underestimated the severe negative impact on donation-based games. This isn’t just inconvenient—it’s actively harming our player communities and our revenues.
We urgently need:
- The ability to know the actual Robux amount spent server-side.
Until this is implemented, the issue will continue severely harming games like ours, negatively affecting player experience, trust, and developer revenue.
Expected behavior
When functioning correctly, the game server would receive the exact Robux amount spent on each gamepass purchase, regardless of regional pricing. This accuracy would allow games to reliably trigger donation-related features, maintain accurate leaderboards, and preserve the integrity of player stats and overall gameplay.
A private message is associated with this bug report