Tizzy RBLX reveals how his Roblox game Build a Base and Steel earns $119K/month with 38K CCU, sharing insights on talent, execution, and market research.
Ask about this video. Answers come from its transcript only — with the timestamp, so you can check them.
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Key Takeaways
- Success on Roblox is 80% about idea and execution, with execution hinging on finding talented developers.
- Market research and understanding trending games are essential to identifying winning game concepts.
- Building a personal brand helps in talent acquisition, which is the main bottleneck in Roblox game development.
- Avoid shortcuts like buying templates; invest in quality development and production.
- Passion and alignment with your true self make the process of game production more effortless and rewarding.
What the video covers
- Tizzy RBLX co-owns the Roblox game Build a Base and Steel, which makes around $119,000 monthly and peaks at 38,000 concurrent users.
- The game ranks in the top 100 on Roblox trending charts and has significant engagement from popular YouTubers.
- Tizzy explains his role as a game producer who focuses on data, monetization, and marketing rather than coding.
- He emphasizes that 80% of a game's success depends on the idea and execution, with execution relying heavily on talent acquisition.
- Tizzy shares his early failures with games and highlights the importance of finding good developers and avoiding shortcuts like buying templates.
- He discusses how market research and understanding player engagement are critical to creating successful Roblox games.
- Tizzy compares his role to a music producer, supporting developers (the artists) to maximize game potential.
- He stresses the importance of depth in game mechanics and making games that players understand and enjoy.
- Tizzy encourages building a personal brand to attract talent and shares lessons learned from his entrepreneurial journey.
- The video also touches on mindset, passion, and aligning with one’s true self as keys to sustained success.
Chapters
- 00:00Introduction and Game Overview
- 01:09Proof of Success and Game Stats
- 02:12Other Successful Games and Team Members
- 03:20Predicting Game Success and Market Insights
- 04:18Early Failures and Lessons Learned
- 06:58Importance of Talent and Execution
- 10:44Analyzing Game Mechanics and Player Engagement
- 18:04Mindset, Passion, and Final Thoughts
Full Transcript — Download SRT & Markdown
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My Roblox game makes $119,000 a month. And this is going to be behind the scenes of a top 100 Roblox game.
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Guys, if you saw my last video, you know what game I'm talking about. But if you're new here, this is my Roblox game called Build a Base and Steel. I am a co-owner. My business partner is Sutic, aka Gage. Shout out to him. Make sure
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you guys follow him on Twitter. This is our game. Currently, it has 25,000 players. I will show you guys really quick. This is the game right here.
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These are our stats. And in today's video, I want to break down how you can replicate this success.
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I've made tons of videos, but I really want to distill this to the key points of what it takes to actually win on Roblox. Because, as you can see here, on Saturday, we peaked at 38,000 concurrent users. This is our record so far. Past
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72 hours of revenue is around 3.4 mil Robux, which is 11K every 3 days, which shakes out to around 100K a month. Okay, this is in fact a top 100 Roblox game.
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If you go on Ro Trends, you can see it's top 44 on trending, top 79 on playing now, number nine on up and coming, number nine in blah blah blah. You can see it. Okay. Um, here's some more proof
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for all the skeptics. Here's a screenshot I took the other night. You can see us in top trending. This is officially a front page game. We got big YouTubers playing it like Ro Bros. You know, Fulton made a video on it. Tons of
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YouTubers making videos on it. This is by far the most successful game I have ever worked on. And I just had to get this, you know, I guess credibility stuff out of the way 'cause there's a ton of haters that are skeptics. If you guys
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are curious, this is my developer username, Tis Nice 8. I started Roblox in 2025 and I am a serial entrepreneur.
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I've had several successful businesses. I'm 29 years old right now. My first business I started when I was 18. So, there's a lot of lessons that I would love to share with you, my friends, because there's a ton of talented
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developers on this platform that I genuinely want to help because I think you guys can crush it like this. Okay, here's another one of my games, Hack of Business, that made 1 mil Robux in the last 72 hours. So, it's making around
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30K a month. Again, I am a co-owner of this game. The main developer, his name is David. You can find him in my Discord server, and you can also follow him on Twitter here. Okay, so let's dive straight into this [ __ ] without further
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ado because I know a lot of people wonder like, "Okay, Tizzy, do you actually code?" No, I do not code. What do I do? I am a game producer. So, the way I like to think of myself is I
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partner with solo developers who the best analogy I can use is the developer is the rapper, right? They're the artist. They make the games. They get the audience. And I am basically the guy behind the scenes reading the data,
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giving insight on what to change in the game, helping with monetization, helping market the game. So you can think of me as like the guy that makes beats and the developer as the rapper.
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All right, so guys, let's break this [ __ ] down. Okay, I made this video on this game last week. It was at like a couple thousand CCU.
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There is a method to this madness, to this Roblox [ __ ]. All right, there was this game on Twitter I recently called out called My Giant Sandwich. Okay, I called it at 200 CCU. I said, "This game
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is going to blow up." This is not the first time I've done this. Okay, I'm not saying this to ego or toot my own horn.
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I'm saying this because there are certain things I look at when deciding if I should work on a game or not. And I want to help you guys understand what those things are. Okay, you can see this game now also on up and coming, 16K
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CCU. I think it peaked at 20K CCU. There's another game I called you guys.
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If you watch my videos, you know that I called this airport game at around 50 CCU. It's now at 30K CCU. Okay, again, I'm not saying this [ __ ] to ego, but let's break it down. How can you
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actually win on Roblox? This is the big question in everyone's mind. How can you actually win on Roblox? Well, there's two things, okay? In my opinion, 80% of a game's success has to do with its idea and execution.
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80%. This is the majority of what makes a game successful in my opinion. Okay.
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What's an idea? Well, do market research. You can look at trending games. You can look at games off platform. I've made tons of videos on how to do market research. Okay? Okay, there's a specific video I made called
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Here's the reason why your Roblox game is not getting players. Go watch that [ __ ]. Second thing, execution just comes down to talent. If you're a project manager/producer like myself, you're going to keep hitting your head against
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a [ __ ] brick wall, bro, until you can find good talent. So, I'm going to tell you guys a little story, okay? Ideas are cheap and everywhere. There's tons of people that hit me up, "Tizzy, I got the
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next million-dollar idea." Ideas are worth a lot of money, but it's the execution of that idea. I want you to think about how many people probably thought of the concept of a home computer or the concept of a smartphone,
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but they're not Steve Jobs because Steve Jobs is not only a visionary, but he knows how to execute that vision. Okay.
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The bottleneck I found in this business of Roblox is talent because ideas are everywhere. I even know some top devs that still struggle with talent acquisition. I found this out pretty fast when I got into this space. I'll
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show you guys kind of what my journey's been like. This was the first game that I invested in. You can go play it. It's absolutely shitty. Called Steal the Sigma's RZ. I saw a top trending game called Steal Cookies. I was like, "Okay,
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let me just reskin this to something that's like me. It's Steel Sigma's RZ. Haha, whatever." I paid some kid in New York $4,000 [ __ ] dollars to make this game. I didn't know [ __ ]. I hired the kid off of
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Upwork. Okay. And of course, the game absolutely flopped. All right. So, everyone that wants to hate and be like, "Okay, Tizzy, like what the [ __ ] man.
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You just blew up out of nowhere." Like, no, dude. Trust me, I put in the hours, bro. Here's another one. Destroy the Kairens. This was a template that I bought for $600. If you're buying templates in this space, you're cooked.
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Do not buy templates, bro. You're not going to learn [ __ ]. Okay. I hit my first 100 CCU with this game. And of course, it was also a flop. You can go play it. Shitty game. Now, my first
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somewhat successful game here was Farmer Die. 3.7 million visits. I put $12,000 [ __ ] dollars into this game, okay? I hired a full-time programmer and 3D modeler. Paid them each $1,500 a month. Peaked at 1.8K CCU.
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Unprofitable. I think I made like three grand off this game. Okay. Last thing I tried was a trend game, Plus One Hoverboard Escape. Okay. Made it with AI. Partnered with the dev that made it with AI. Launched it. [ __ ] flopped.
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All right. What's the lesson here, guys? This is why I think I've been able to do so well so quickly on Roblox is because I figured out the main bottleneck. Alex Harosi talks about this is know what the
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business is behind the business. For example, in the cleaning business, you might think, okay, the main bottleneck in the business is I just need to find more houses to clean, right? But that's actually not true. The main bottleneck
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is finding cleaners to actually show up on time and execute. Okay, in the business of e-commerce, you might think, I just need to find a good product. But that's actually not true. The real business behind the business of
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e-commerce is knowing how to run ads and make really good [ __ ] ads and copywriting. So, what's the business behind the business with Roblox? It's talent acquisition. Okay, this is how I did it. I built a personal brand on
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Twitter and YouTube. So, you can either do that or you have to have a hit game.
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Because what I found, dude, from all these projects that I worked on, okay? Is that this kid here,
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worked on it with a business partner. He didn't know how to code Roblox games.
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This team was the best team I found at the time, but again, I overpaid them and they didn't really understand game design. also refused to acknowledge how the algorithm works, which is okay. No hate, it's just lessons to be learned. This was a crappy
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AI game with no polish. Okay, so what's the TLDDR here? Because remember what I said, 80% of this [ __ ] comes down to idea and execution. But what I've seen just yapping in Discord servers and seeing what people post on Twitter and
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seeing DMs and [ __ ] dude, ideas are everywhere. It's not just the idea. It's the execution of that idea. What I mean by execution, I mean the simplicity in which you make the game consumable. Does the game have depth? Does it have
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replayability? Does it work good on console and mobile? Does it have mass market appeal? Is there demand for this fantasy? Okay, there's a lot of [ __ ] that goes behind the actual idea. And then execution just comes down to
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talent. And for me, I just kept flopping when it comes to finding good talent because I really believed that I had good ideas, okay? And what happened is the moment I found good talent, dude, my life became 100 times easier on this
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platform, okay? Because now I work with a business partner who not only has really good ideas, but also incredible speed of execution, and he's just overall literally the best dev I've ever worked with. Okay, shout out to you,
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Gage. and his bro is also awesome. You should go on my Discord server, look at featured talent, and hire Mr. Physio.
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He's one of the best 3D modelers I've ever found. There's tons of good prevetted talent I already have in my Discord server, by the way, under the featured talent channel. Okay, now this is 80% of the game. The other 20% of the
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game is optimization to improve your stats. So, what this comes down to, guys, is understanding data. All right, people must think that I have a [ __ ] crystal ball because I make calls on Twitter and then the game blows up.
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Okay, I'm not always right, but I have a pretty high success rate of making calls. There were tons of people, if you go on this thread, there were tons of people that said, "Yeah, I don't think this is going to work well." Okay, so
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clearly there's a gap in between what people think is going to work well on this platform and what actually ends up working well. And I'm going to chunk it down right now, okay? Because for me it's very simple. But you guys got to
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keep in mind I spent the past 10 years studying user experience on e-commerce websites. I was looking at funnel data constantly watching heat maps and session recordings of users scrolling on websites, reading customer feedback surveys, understanding what makes a good
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user experience. And I've been able to take that same mental framework and apply it to Roblox and make really good educated guesses on what I think is going to blow up on this platform. Okay, here we have gauge. Okay, saying 1 mil
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CCU. Here we come. This is our game. Build a base and steel 38K CCU peak only up from here. Okay, so let's let's break this down. I want to use the sandwich game as an example because a lot of
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people are confused. I don't I don't see how it's going to blow up. What are they going to do for retention? Blah blah blah. This is the most overlooked thing on this platform in my opinion is user experience. Okay, accessibility.
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Okay, accessibility, not just controls and schemes and systems, okay, but how intuitive is this game? How easy is this game to digest? Every little piece of friction because there's been tons of people in my server that have copied
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this game low-key. And I played the copies and immediately I know the copy is not going to do well. Why? Because the dev didn't play his own game, dude.
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Okay, I hop in his game, there's an issue with the proximity prompt. I hop in another dev's game, the UI is not polished or this system's broken. Like, a lot of you guys are just being lazy, bro. I'm sorry to tell you, but the
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difference between a 1K CCU game and a game that's top 100 is just relentless obsession with user experience and making the game easy to consume while also offering mechanics that have a ton of depth. Okay, I'll give you an
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example. our game, build a base and steal. There's a lot of depth from collecting the pets, collecting the blocks. Okay, there's a lot of gameplay just from those two mechanics that is offered. Now, when you actually go to
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build a base and someone steals from it, you go back to build a new base and then someone steals from it again, you go back to build a new base, and then someone steals from it again, you go
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back and you're constantly trying to figure out what's the optimal layout to prevent your [ __ ] from being stolen.
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Okay? from one mechanic, one building mechanic. There's tons of depth that's offered in this sandwich game. Okay, one RNG mechanic. Go play this game. One RNG mechanic, but so much depth that's offered. What's the next thing I'm going
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to roll? How tall can my sandwich get? What does this look like when it's cooked? Right? Tons of depth from one simple mechanic. Okay, so many devs overlook this sandwich game is so easy to play. Very understandable, guys.
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Majority of this platform is 9-year-olds. Nine-year-olds. Okay, I hate to say this, but a lot of people want to get way too creative with insanely complex mechanics, and people call it slop, but it's actually genius, bro. This is what
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so many devs fail to understand. They'll call grow a garden slop. They'll call steal a brain rot slop. But the simplicity of the mechanics in those games that offer so much depth and replayability is [ __ ] genius. Okay, there is genius in
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simplicity. Majority of Roblox games are too complex for mass market. I've talked to some devs in my server. They're showing me this system. They're very technically inclined. Look at this system has this feature and this feature and this
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feature and this feature. Dude, the players don't [ __ ] care. Okay? Every little feature you add needs to feel intuitive and there needs to be a a very clear cause and effect. Okay, I press this button. This is what happens in game
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immediately. I understand how the game works. Okay, this is where most games fail is that the players, they just don't [ __ ] understand how the game works, dude. Okay, I'm getting fired up about this cuz guys, dude, so many of
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you are so talented, bro. But just simplify this [ __ ] I'm telling you, simple scales, fancy fails. A wise mentor of mine told me that one time.
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Okay, now play your [ __ ] game. Okay, play your [ __ ] game on console and mobile, bro. For [ __ ] sakes. Holy [ __ ] dude. Holy [ __ ] You know how many devs I've talked to that
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don't even play their game on mobile? How many devs I've talked to that don't even have console support? Dude, 30% of our players on Build a Base and Steel are on console.
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We had a huge onboarding issue with console players. It didn't feel intuitive. I went and did research, improve the user experience on console.
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Our D1 went up. Okay, you want to look for simple mechanics with tons of depth.
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I've given you an example with build a base and steel. I've given you an example with the sandwich game. Simple one simple mechanic, tons of depth. What is depth? Okay, what is depth?
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replayability. Bam. Your boy can't even [ __ ] spell. But you guys get the idea. All right.
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You want to have a strong curiosity hook, strong reason to come back tomorrow. In the sandwich game, it's what other ingredients can I unlock? In our game, it's what new base can I build or what new pet can I unlock tomorrow to
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get better than everyone else in the game? And that's where the social flex element comes in. Grow a garden has this. Steal a brain rot has this. All the biggest games on the platform, nine times out of ten, have a social flex
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element. Okay, great monetization. I'm going to make a whole separate video on this. I already have a video on how I monetize hack business, so go check that out on my channel. And a strong core fantasy. A strong core fantasy. Let's
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look at the sandwich game. If you go play this game, the world is beautifully built. You're a tiny little Roblox character in a giant kitchen. It's cutesy. It's fun, dude. You go look at secure the airport, right? Airport
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fantasy. I've yapped so much about it, I don't even want to get into it. I'm actually just going to skip over that [ __ ] Okay. OP hack. Make sure your game is clippable. Guys, go watch Roblox YouTubers and notice what moments in the
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game they include in their content and what moments in the game they react to.
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This is free advertising, dude. We got so many YouTubers that we didn't pay just making content on our game because it's clippable. You look at Steal a Brain Rod, you hit a character or you hit someone that's stealing your pet,
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that's clippable. We took that up a notch. You hit someone that's stealing your pet, now they get flung off into the void. It's funny, right? Character ragdolls into oblivion. Okay, now for data. Dude, I don't even want to yap
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about this this much cuz I've Oh my god, I've made so many videos on this dude.
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Cross reference multiple data source. play [ __ ] Roblox games, dude. There's this kid I know, Matia. He made Spin and Brain Rod. Game made him like 250K USD in a span of two months. Okay? He just recently had a game hit 100K CCU. He
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taught me this early on. He early on would play Roblox games for, I [ __ ] you not, 12 hours a day. The top games, studying studying studying studying.
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I have a video on my channel on how to study games and improve your game design intuition. Okay. So, competitor research data. Have an idea. Ship the idea. Check stats. Then, did it improve stats? Yes or no? If yes, great. Keep trying to
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improve the stats. If no, great. Keep trying to improve the stats. Here's how you do it. Competitive research data idea. Ship. Volume. Volume. Volume.
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Dude, we launch probably nine different tutorials for our game, Build a Base, and Steel. Okay. We're launching patches daily, sometimes twice a day, huge updates weekly. Okay, you guys just aren't doing enough, most of you, and you want to think outside the box. Okay,
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something we did for Hack of Business was we introduced a cutscene, which greatly improved bounce rate. I'm talking our bounce rate was like 22%, now it's down to like 15 16%. Dude, I just had this [ __ ] idea and I was
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like, "Fuck it. Let's send it." I noticed a lot of games were doing it. A lot of top games had a cutscene again because what was I doing? Competitive research. Okay, gave me an idea. We shipped it. It worked. Hit up this dude.
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His name's Hart. He just did our cut scene for Build a Base and Steel. Huge shout out to him. If you go play that game on an alt account on a fresh account, you'll see the cut scene is
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fire. Okay, some final notes, then let's wrap up here, guys. I get so [ __ ] fired up because, dude, Roblox, this space is so free, bro. I built an agency. I had to grind my ass off, dude.
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E-commerce is 10 times harder than this [ __ ] And the main reason is because this space is full of undisiplined teenagers. Dude, this space is so [ __ ] free. Dude, I want you to think about something, okay? I joined this
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space in 2025, okay? I haven't even been on this platform for a year, dude. We already have a six figure run rate game. Okay?
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Six figure a month. Sorry, seven figure run rate game. Okay? I'm not taking all the credit. My business partner is [ __ ] goated. All right. Talent, talent, talent. Dude, now if you had previous business success, dude, Roblox
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is [ __ ] on easy mode right now. You guys don't even [ __ ] know how crazy the kids are in e-commerce, bro. They're weapons, dude. They have more capital.
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They move faster. They have better mindsets. Roblox full of undisiplined teenagers. Free as [ __ ] right now, dude.
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Lock in. I'm telling you, mindset will carry you much further than anything else. Be obsessed. Here is another [ __ ] truth check for you, okay?
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And I'm going to be so real about this. If you had millions of dollars in your bank account, let's say billions, would you still be making [ __ ] games right now? If the answer is no, stop making
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Roblox games right now, go do some soularching and find out what is actually meant for you, dude. Because the reason that me and Gage can keep pumping [ __ ] out and keep working is because we genuinely love this [ __ ] We
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love it so much, dude. A lot of you guys just want the money, bro. For us, it's so much deeper than money. We genuinely love gaming. This is my [ __ ] life, dude. I grew up gaming, bro.
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All those memories I made with friends, man. My favorite games, excitement, going to midnight releases. Dude, I love gaming. That's why I have infinite energy for this [ __ ] I'm not forcing this [ __ ] I'm being pulled into this
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[ __ ] You get what I'm saying? When your heart is on fire for something, dude, it becomes effortless because you love it so much and you get pulled into it. You don't have to force yourself to wake up
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early and grind, grind, grind. You just do it anyways because it's all you want to do. It makes it easy. Okay? Launch games, but study top games. Study them a lot. There's a very clear, proven formula. Okay?
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Stay focused. I get DMs all day. Tons of good games. I've had to pass up on a ton of good opportunities, tons of money on the table, but I'm locked in with Gage, man, because our game, I love it so much. I love the
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players. I'm in there all day in the [ __ ] server talking to them, asking them for feedback, coming up with ideas.
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I love this [ __ ] dude. Doesn't matter. Okay, there could be a game that I don't give a [ __ ] about that offers me percent. I don't know if I would take it, to be honest. You got to give up the
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good to be great. And you guys can be great, dude. You can be great. I don't know if you can tell by now, but this this video is not just about how to make money with Roblox, homie.
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Okay? This video is about coming home to yourself, figuring out who you truly are, aligning with that [ __ ] locking in, and it becomes effortless. Okay? I'm proof of that, dude. All glory to God, and much love to you guys. Peace.
Topics:RobloxRoblox game developmentBuild a Base and SteelRoblox monetizationgame producergame development tipsRoblox market researchtalent acquisitionRoblox CCURoblox trending games








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