Those numbers aren’t right. We have more mobile/tablet, and less xbox users than what you calculated. I hid it because we have a ton of growth there.
You know you can just log on mobile and check those numbers, my brother says it’s 5664 on phone.
4.6 tablet
2.6 phone
51.7 pc
7.8 xbox
WOW!
EDIT: 75k
I thought it might peek at 75k but if it doesn’t lose steam I could see it at 80k
Finally, a new game I can binge and as a result get no work done for the next 2 weeks!
Hope you don’t mind sharing, but what kind of money are you making? I’ve always wondered the amount you would get when your game is of good quality and on the front page, but no one ever shares their money amount. (Maybe because it will seem like bragging? Well, I asked first in this situation so…)
EDIT: If you don’t want to share it publically, send me a PM. They say curiosity killed a cat, but it can kill humans too.
[details=EDIT2]
I know you got R$ 2,487,905.0 robux from gamepasses. Which is, danggggg boii. In a few days you got 2.4m robux. I’ll keep this in mind for motivation as I work on my game.
Here’s the math:
[code]
local Data={
{2259,50};
{10378,200};
{2924,300};
{1628,300};
};
local Total = 0;
local Tax = .7;
for _,v in pairs(Data) do
Total = Total + (v[1]*v[2])
end
Total = Total*Tax
print("ROBUX: "…Total)
print("Money: "…Total*.0035) – ~$8,707
[/code][/details]
So if they kept this up for the entire year they’d be making more money than the extended DevEx caps can handle, LOL ($1.6mil)
EDIT: But then there’s two of them so after revenue split they’d be fine. Still pretty awesome though.
And that only accounts for gamepasses, not dev products
I know dude, that’s amazing! I’ve personally spent twice as much money on dev products than gamepasses
Do you get the most money from dev products? (This is my main question.)
I wonder because dev products are cheaper, but you get more buys. I’d like to know for future reference.
And also when people are about to make fun of my for working on roblox. (“Theres this guy who got x thousand dollars only after a few days the game was released.” They shutup after that. :p)
Same lol. I’m thinking about making a multiplayer game too. I just for once need to settle on something less massive and more approachable. Badimo’s game was the perfect blend of simple and detailed/enjoyable and I’ve always admired those types of games. They seem to sell a lot more too
The current (secret) game I’m working on fits that criteria. More info/pics on it soon.
Price points for one game do not work the same as it will for another game. (There’s always a different audience)
If you want to find the best prices for your game’s items, you have to do a little research, put them into analytics, watch how they perform, and adjust accordingly.
But if you want the easy way out… These are (somewhat outdated but relevant) Roblox-wide monetization stats that were showcased at RDC
WAIT YOU’RE ON THE DEV FORUM?
Me and this guy go to the same college
Heh, yes–just not very active.
when your game already has a power creep problem, so you decide to say “#### it” and go for broke