If you're building a new experience and need a solid roblox gamepass price guide to follow, you've probably realized by now that picking the right numbers isn't as simple as just throwing darts at a board. You want to make enough Robux to keep developing, but you don't want to scare off your players before they've even had a chance to enjoy the game. It's a delicate balancing act between being fair and being profitable.
The truth is, there isn't a one-size-fits-all number because every game is different. A simulator might get away with higher prices than a roleplay game, and a horror game might rely on smaller, one-time purchases. However, there are some pretty clear "sweet spots" that successful developers tend to stick to. Let's break down how you should be thinking about your pricing strategy so you don't leave money on the table—or worse, annoy your community.
Understanding the 70/30 Split
Before you even think about the numbers, you have to remember the "Roblox Tax." It's the reality every developer lives with. For every gamepass you sell, Roblox takes a 30% cut. If you list an item for 100 Robux, you're only actually seeing 70 of those in your pending balance.
This is why a lot of developers feel tempted to inflate their prices, but you have to be careful. If you price a "Speed Coil" at 500 Robux just so you can take home 350, you might find that nobody buys it in the first place. You have to price based on what the player feels the item is worth, not what you want to earn after the tax is taken out. It's a mental shift, but it's a necessary one.
The Impulse Buy Range (15 to 99 Robux)
This is the "low-hanging fruit" of any roblox gamepass price guide. These are the items players buy without thinking twice. If a player has a bit of leftover Robux from a gift card or their Premium subscription, they're very likely to drop 25 or 50 on something fun.
In this range, you should be selling things that are cool but not game-breaking. Think about: * Colorful trails that follow the character. * Basic cosmetic hats or skins. * Minor speed boosts (maybe 1.2x speed). * A special chat tag or a "VIP" prefix.
The goal here is volume. You want hundreds of players buying these small perks. If you have 1,000 active players and 20% of them buy a 25 Robux trail, that's a decent chunk of change for something that took you five minutes to code.
The Value Sweet Spot (200 to 500 Robux)
This is where the real money is made for most mid-sized games. This range is for items that actually change how the game is played. Players will stop and think about these purchases, so you need to make sure the value is obvious.
Good examples for this tier include: * Double XP or Double Currency: This is a classic for a reason. People value their time, and if they can progress twice as fast for 400 Robux, they'll do it. * Permanent Gear: A sword that's slightly better than the starter one, or a vehicle that's significantly faster than the free ones. * Access to Special Areas: A "VIP Room" with exclusive gear or faster regenerating health.
When you're in this price bracket, you have to be careful about "Pay-to-Win" (P2W) labels. If a 500 Robux gamepass makes a player literally invincible, your non-paying players are going to quit, and your game will die. You want to provide an advantage, not a guaranteed win.
The "Whale" Tier (800 to 2,000+ Robux)
In the world of gaming, "whales" are the players who have plenty of Robux and aren't afraid to spend it on the best stuff. These are your most expensive gamepasses. You won't sell many of them, but when you do, it feels great.
For these prices, the perk has to be massive. We're talking: * Admin Commands: Usually very restricted, but people love having the "Fly" or "Size" commands. * Overpowered Vehicles: A literal tank in a city game, or a jet that reaches the end of a race in seconds. * Luxury Housing: In RP games, this could be the "Mega Mansion" pass.
The trick with high-tier pricing is exclusivity. If everyone has the 2,000 Robux item, it's not special anymore. It should be something that makes other players stop and look.
The Psychology of the Number 9
You might notice that most items in real life are priced at $9.99 instead of $10.00. The same logic applies to your roblox gamepass price guide. There is a huge psychological difference between 100 Robux and 99 Robux.
For some reason, 99 feels like a bargain, while 100 feels like an investment. If you're thinking about pricing something at 500, try 499. If you want 250, go for 249. It sounds silly, but it actually works. It makes the price feel just a bit more accessible to a younger audience who might be counting every single Robux they have.
Don't Forget to Research the Competition
You don't have to reinvent the wheel. If you're making a "Find the Markers" style game, go play the top five games in that category. Look at their store pages. What are they charging for a "Sprinting" pass? If the top three games are charging 50 Robux and you come in at 200, you're going to have a hard time convincing people to buy yours.
On the flip side, if everyone is charging 100 and you think your game is higher quality, you might be able to charge 150—but you better make sure that the UI and the perk feel "premium." Players can tell when a developer has put effort into a gamepass icon and the actual effect in-game.
The Danger of Price Creep
One mistake I see a lot of new developers make is adding too many gamepasses. If a player joins your game and is immediately hit with ten different pop-ups asking them to buy things ranging from 50 to 1,000 Robux, they're going to leave. It feels greedy.
Try to limit your gamepasses to a handful of high-quality options at the start. You can always add more later as the game grows. It's much better to have three gamepasses that everyone wants than twenty gamepasses that nobody cares about.
Testing and Adjusting
The best part about Roblox is that nothing is set in stone. If you launch a gamepass at 500 Robux and nobody is buying it after a week, lower the price. It's better to sell twenty passes at 200 Robux than zero passes at 500.
You can also run "sales" by changing the name of the gamepass to include "[SALE]" and dropping the price for a weekend. This creates a sense of urgency. Just make sure you eventually change it back, or your players will realize the "sale" price is just the regular price.
Final Thoughts on Value
At the end of the day, your roblox gamepass price guide should be built on one thing: value. If a player spends their hard-earned (or parent-bought) Robux on your game, they should feel like they got something cool in return. If they feel cheated, they won't just stop buying passes; they'll stop playing your game entirely.
Keep your entry-level perks cheap, make your mid-tier items genuinely useful, and save the big numbers for the truly dedicated fans. If you get that balance right, you'll see those Robux start rolling in, allowing you to keep making your game even better. Focus on the fun first, and the monetization will usually follow naturally. Happy developing!