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How My Roblox Game Makes $95,110/mo

VuukStudios reveals how their Roblox game Ride Storm earns over $95K/month by leveraging ads, community feedback, and demographic pricing strategies.

Key Takeaways

  • Consistent advertising with fresh creatives on every update drives player growth and revenue.
  • Adapting pricing to the economic realities of your player base can boost overall earnings.
  • Engaging and listening to your community fosters loyalty and helps tailor game content effectively.
  • Leveraging social media platforms like TikTok can significantly enhance game visibility and retention.
  • AI can speed up development but cannot replace the need for quality and developer effort.

What the video covers

  • VuukStudios doubled their Roblox game's revenue to over $95,000 per month, with actual earnings likely exceeding $100K due to DevEx rates.
  • The game, Ride Storm, maintains around 10K concurrent users and generates 2.5 million Robux spent over three days.
  • Running ads consistently with every update is crucial for sustained growth and player acquisition.
  • Lowering prices based on demographic data, especially for countries with weaker economies, significantly increased revenue.
  • Listening to the community through a large Discord server helps guide updates and maintain player engagement.
  • TikTok plays a major role in game promotion and retention through viral user-generated content.
  • The game emphasizes player creativity and role-playing to create unique, repeatable experiences.
  • AI tools can assist in game development but cannot replace the need for genuine effort and quality.
  • Developers should balance AI assistance with manual work to maintain game quality and player satisfaction.
  • VuukStudios aims to grow their YouTube channel while sharing insights and lessons from their game development journey.

Answers

Questions about this video

How does VuukStudios generate over $95,000 a month from their Roblox game?

They generate revenue by consistently running ads with fresh creatives, adapting pricing to their player demographics, and actively engaging their community for feedback and content ideas.

Why is running ads every update important for Roblox games?

Running ads every update helps attract new players, keeps the game visible on Roblox's front page, and revitalizes player interest, which directly impacts revenue growth.

How does listening to the community impact the game's success?

Listening to the community allows developers to implement requested features and improvements, keeping players engaged and increasing long-term retention and spending.

Full Transcript — Download SRT & Markdown

00:00
Speaker A
How my Roblox game makes $95,110 a month. We're going to get straight into it. We have managed to double the revenue yet again. If you guys remember, in the previous video it was around 1.2 million. Now we are at 2.5, which is
00:16
Speaker A
ridiculous, bro. So, if you guys see here, this is the hourly spend, which equates to around, uh, $9,500, uh, more or less. And then this is hourly, so it's like every 3 days as you can see right here. So times that by 10
00:32
Speaker A
you get this figure right here, which is around almost 100k a month. I'd say it is over 100k a month because with the DevEx rates of like 18 plus, which is like almost like 20%, like even more, bro, like
00:44
Speaker A
more than 30% of our Robux comes from 18 plus users. Um, we are definitely crossing over 100K a month, which is a very crazy landmark, uh, for a game. Like honestly, um, I'm very excited and I'm also going to be showing what it is.
01:01
Speaker A
Last video you guys were asking me like what the game is and stuff like that. It is on my profile. You guys can check it out. It's called Ride Storm. Currently sitting around 10K CCU. And I can pull
01:10
Speaker A
up my monetization chart right here so you guys can see. Refresh the page. Let me just refresh it again just so you guys can see that this loads. Uh, 2.5 million over the last three days. We have our like daily Robux spent, like
01:22
Speaker A
DevEx rates, paying users, pay conversion rate, and everything like that. But in this video, we're going to be talking about what actually makes this game earn this much. Uh, what the core fantasy of this game is and how some of you guys
01:36
Speaker A
can actually take this and learn from it from someone who has built games like this before. For IO in this game with a few of my friends and we're going to be getting straight into it. Subscribe and turn notifications on and drop some
01:51
Speaker A
comments. That would mean a ton to me. I'm trying to get this channel to 100K and we're just on a grind. I've been posting a lot of these videos. I have a ton of my other videos, uh, based on some
02:02
Speaker A
of the games that I've made, so it'll be pretty cool. But other than that, let's get straight into the video. So, the first thing that I'm going to be talking about is running ads every update. And this is something not a lot of
02:11
Speaker A
developers talk about on this platform. And most people think you just run ads once and like your game is just going to blow up like right off the bat for no reason. I've had games that sat idle for
02:23
Speaker A
5 months without any updates, like zero updates, and then they just blew up randomly for no reason. And I also had games that just got revived after running ads, which is one of my games, Concrete Cleaning. I showed you guys
02:36
Speaker A
that. That's when I made one of my first, I think, original videos of like my game hit 5K CCU and stuff like that.
02:42
Speaker A
Um, and then how much it was earning and stuff like that. But yeah, that game got revived. Like it died and then I ran ads on an update and it literally just revived again and got like 4K CCU. So
02:55
Speaker A
the point is ads are literally like Meta and Google ads. If you ever did like campaigns there, you'd understand how ads work there. It is a ROI investment.
03:03
Speaker A
Every single update that we push for our game, we get a new fresh set of creatives, like everything like new, uh, visuals, new thumbnails, new, um, descriptions, everything, and we try to test out and see what gives us the most
03:17
Speaker A
clicks, which again brings in new players who stay and spend in our game and become fans of our game. So pretty important thing is to run ads every single update, like especially every single big update, especially over the
03:30
Speaker A
weekends, especially like if you have a game that does decent like 5, 10k CU, 10k CCU plus even like I'm not even going to talk about like 50k CCU or whatever you're having those games and let's say you're running admin abuse events you
03:43
Speaker A
should be running ads every single weekend so your game gets like on the top of like the page of everything because the more players you have like at that current state plus you're running ads, ads like you're just having
03:56
Speaker A
your game plastered out everywhere on the front page of Roblox just waiting for people to join in. So big, big thing.
04:03
Speaker A
Um, if you can do this, make sure you run ads every single update and just make sure you run ads in general because I see a lot of people try to make a game without running ads at all. And I just
04:11
Speaker A
don't get that because you're literally missing out on the most impactful resource that Roblox has to offer, which is the ads manager. Now, second thing, I talked about it in my previous videos.
04:23
Speaker A
I'm not going to yap too much about it, but it's listening to your own demographic. If you can see here, uh, from our game, we literally have all of these countries playing and you can see United States is only 4% of the whole
04:34
Speaker A
population playing. So, our main audience is in Mexico. Now, what did we do? As I said, I already talked about this. We have the prices, um, of all of our dev products and game passes because of our demographic. We saw and we said,
04:47
Speaker A
"Okay, so our consumers are not entirely US-based, so that means they probably have lesser of an economy. So, we're working with lesser of an economy. So, let's just cut prices in half and see what happens. They're earning five times
05:01
Speaker A
more even though we cut prices because higher prices does not mean better revenue." Like, you have to understand sometimes even having lower prices going to make you do a lot better and perform a lot better than if you up the prices.
05:14
Speaker A
Like I see a lot of people up the prices and that could work if you have a huge US audience and stuff like that. But honestly, like we cut the prices and we still have managed pricing on and we
05:24
Speaker A
managed to like almost five times our revenue just by doing this little change and listening to what your own demographic is. And if they're complaining about the prices being too high, if you're having a Discord, etc.
05:36
Speaker A
Now third thing is what we're branching into is listen to your [ __ ] audience, right? So I, we have a 50k Discord server tied to this game and we listen to every single feedback that is in there or at
05:46
Speaker A
least try to take it into consideration. Why? Because these people play the game day in and day out. They know better than me and my friends. Like these guys are diehard fans for this game and they know what the game needs, right? They're
06:00
Speaker A
playing every single day. Every single day after school or every single day wherever, like it can be older audience, younger audience. These guys are diehard fans and you need to listen to what they're saying. Every single update, uh,
06:11
Speaker A
we listen to the community basically and what they requested. Obviously, some of the requests they do stupid and unreasonable. Yes, some of them don't make sense at all. But you have to be open-minded and look at these requests
06:23
Speaker A
and you need to take it into account and try to pull it off to make your game better because most of the times you're just going to be ignored like a lot of these big, big studios are just
06:34
Speaker A
going to be ignoring the community and just doing whatever they want to like milk the game out most of the money. If you can actually like learn. That's why I don't like selling games to like companies unless it's like a ridiculous
06:46
Speaker A
offer because like if you sell a game, they're most likely going to kill it.
06:50
Speaker A
So, you usually need to realize that listening to community is like a lot better than just, you know, letting the game flow by itself or you planning your own content updates. A lot of ideas and content updates that we push for the
07:03
Speaker A
game we had from the community. And honestly, that has helped us a ton because it kept those players playing for longer. So, you have to listen to your community. Like, please just listen to your audience and trust in what
07:13
Speaker A
they're saying because they play the game more than you. Fourth is TikTok is king. And people don't understand how much this helps in terms of like just not just retention, but like everything in general. People make videos of our
07:26
Speaker A
game and hit like 200k likes. They make millions of likes. There's videos with millio-
07:38
Speaker A
guys need to understand how broad of a world this is. Like how much of an audience you can actually garner just from having a game that is either like easily clippable or it's like a social game. It's a game about you where you
07:50
Speaker A
can just do cool things. Like every single day you join you can just do something. You can make up your own story. You can role play. Like you can do whatever you want. You can I don't know become police. You can like you
08:02
Speaker A
know what I'm saying? like you can create your own like kind of story and that's what pushes these videos to be so successful. Every single time a person joins he has a new experience and this is what I'm going to talk about a lot in
08:14
Speaker A
this video which is the main key takeaway of this video is your game having a new experience every time you join. So why uh are we the king of engagement when it comes to that is because every new join equals a new
08:26
Speaker A
experience. Every time someone joins they can do something different. They be they can become something different.
08:31
Speaker A
they can try something different. It's not just like, oh, I join and I do the same thing all over again every single day just to grind, right? When you join the game, you can make up your own story
08:42
Speaker A
and what happens every single time. Like, you can make up what happens when you join. Like, you can make up, okay, today I'm doing this, today I'm doing that, um, today I might just chill with my friends, tomorrow I might like do
08:53
Speaker A
this quest, whatever it might be. That's why we have such a high play time just off the bat of joining daily average.
09:00
Speaker A
Uh, now there's like games with like 40 minutes plus, but like for a game of this genre, this is pretty good. And almost all of our stats are green, so that is even like a bigger plus. This is
09:11
Speaker A
a huge factor, and a lot of games miss this completely. Uh, they don't like seem to understand that you should have a new experience every time you join.
09:20
Speaker A
Your game needs to have the ability to create a unique feeling of joining every single time and not just joining to like [ __ ] grind for a egg or like grind for this item like you join day two just
09:32
Speaker A
to claim an item and grind for this and you leave. Like your game needs to have a unique feeling of creating your own story every time you join. So it needs to be expandable. It needs to be something that can be crafted upon.
09:44
Speaker A
That's the games that usually do the best. Like obviously there's slop games that still do better numbers than mine.
09:50
Speaker A
I'm not saying this game is the best game in the world and like oh we do ridiculous numbers. These are just small numbers in the space of Roblox. Like trust me like these big games like do millions a month. Like it's not even
10:02
Speaker A
funny. But you have to understand you have to create these sort of feelings in order for players to stick and actually play. Because let's say even like comparing it to something like steal an egg like which is a completely different
10:15
Speaker A
genre of a game like it's obviously a slob game but you have to understand that game still instill something into the kids. They join every day. They're waiting for an admin abuse. Something different is happening every day.
10:27
Speaker A
They're waiting for new content. They're waiting for someone to join and give them something. Like every time they join it's still a new experience. And like you can hate on slob games, doesn't matter, right? But like you have to
10:41
Speaker A
understand still they're meeting these criteria that a lot of you guys aren't meeting when you're creating your own games. Now that brings me to my next point is stop making AI slob [ __ ] And this doesn't mean stop making slob
10:54
Speaker A
games, which obviously again I know a lot of you guys hate. Um this means stop making AI slob [ __ ] Does this mean you should fully stop using AI? No. This means stop producing [ __ ] and
11:07
Speaker A
misusing the AI. Now, I see so many people use AI to create the most absolute dog [ __ ] of a game and put zero effort thinking it's going to do good.
11:16
Speaker A
And that is simply not the case. Like maybe not now. I don't know. In a year or two, I do not really know right now.
11:23
Speaker A
Like you need to actually put some effort into your game. Like you cannot just have AI prompt the whole game. Like make AI do the map, make AI do the UI and everything and put in zero effort. A
11:33
Speaker A
has a tool to fasten your process of development. Right now, obviously, if you're doing commissions, like don't use AI because like you're doing client work, but for personal games and stuff like that, like if you don't have enough
11:45
Speaker A
time or like let's say you're doing commissions, you don't have [clears throat] enough time for your own games, just use it because it's going to help fasttrack your process into your own games. But again, AI is a tool, not
11:57
Speaker A
a whole thing. You just let it like make a whole game, right? So, it's a tool to fasten your process of development. It does not mean it replaces building. It does not mean it replaces UI. It does not mean it replaces scripting. I didn't
12:08
Speaker A
mean this, but it does I you should just read it. It does not mean that does not mean it replaces building. It replaces UI and it replace scripting. It does not mean that. So, you need to know how to
12:18
Speaker A
speed up the process without deteriorating the quality of the game. So, you need to understand making the game with AI and fastening the process of making the game with AI is not the same thing. People are also turned off
12:31
Speaker A
by AI a ton. So they will leave fast if you can't understand how to actually mask it a little bit and make it so okay like the UI you make your own UI you use a template like do something and just
12:43
Speaker A
like let it like be a bit different than just like letting it prompt the whole UI or whatever it might be you know because a lot of people can't tell if a game has AI UI or like has some AI stuff. So, I
12:55
Speaker A
recommend you just like make up your own UI or like, you know, just try to have something like a map built by yourself or something that will make the game have a unique feeling to it. Now, do AI
13:06
Speaker A
SLOB games like take off most of the time? Yeah. But like, do you really want to have a game that just stays there for two weeks and just dies? Like, honestly, no. In my opinion, I'm trying to build
13:18
Speaker A
games that are more longer term, so I'm trying to transition from that. So, uh, as I said, people are shown up AI and Claude or GPT should be your own personal assistant. MCP Studio is a very powerful tool. If you can connect Claude
13:32
Speaker A
or, um, GPT to your own studio, you can have it scan your own game, scan your infrastructure of code, tell you what to improve, give you ideas, do this, do that. It should not tell you like, you know, with that meme going on, hey
13:45
Speaker A
Grock, raise my [ __ ] kid, like make no mistakes. Like, you cannot just tell it, hey, make me a [ __ ] game. Like, it does not work like that. You have to understand that right now. Again, as I
13:54
Speaker A
said, I don't know about the future. Right now, that does not work like that.
13:58
Speaker A
You have to understand that you need to actually put in some work, draft an actual proper game idea, and not let AI give you a [ __ ] game idea and just do let AI do everything like, "Hey, make me
14:08
Speaker A
a game idea and make the game in studio." Doesn't work like that. You need to realize you have to put in some actual work in order to have a quality game. Sure. Do you want a slob game that
14:17
Speaker A
dies after 2 weeks and makes you like 5K or do you want a game that can generate you substantial revenue for months on end? Honestly, you can decide. Um, I've built games before that are like like more on the lower quality side. I did
14:31
Speaker A
manage to make some money off of it. Like concrete cleaning at its peak was making 10 15k a month. Um, but it did die in like a month or two. So that like really doesn't matter. you just, you
14:43
Speaker A
know, rack up 20k and you're done. For some of you, that might be like, oh my god, like life-changing. But if you're actually having high aspirations and aiming to be like a high-end developer, like you need to have way larger
14:56
Speaker A
aspirations and goals and you need to like aim higher. Never be afraid to aim higher because a lot of people settle for less than they're like destined to do. And a lot of people settle for less for no reason. Like you have to actually
15:10
Speaker A
be comfortable with aiming higher. Like sure, am I satisfied and like do I like that the game is making this much and like it's having this many players? It's having this community. Yes, I'm very grateful and obviously I'm very grateful
15:23
Speaker A
where I am at this point, but am I aiming for higher? Yes, obviously. Never be ashamed to aim for higher and like try to reach higher heights because you should be aiming to become the best version of yourself. Be grateful for
15:37
Speaker A
where you are at this certain moment. Like a lot of you guys are not grateful for where you are right now. Be grateful for the person you are at this moment and then aim for higher heights and aim
15:48
Speaker A
to be a person who's even better. That is going to be a key takeaway lesson in this video. Hope you guys enjoy this content. Um I'm probably I'm trying to post every week, but honestly it's been kind of stressful with a lot of things
16:01
Speaker A
that I have to do and all that. So hopefully you guys enjoy this. I'd say weekly videos. I want to try like posting much more often so we can like reach 100k cuz I really always it's been a dream of mine to like have a huge
16:13
Speaker A
YouTube channel. And honestly, we're at like 33k now. So, we're like onethird of the way there. So, I'm very grateful for all of you guys and for all of you that are subscribed. Hopefully, some of you guys that just find my channel out would
16:26
Speaker A
subscribe and support me in this journey. And if you have any questions, leave them in the comments. I'll be answering a lot of comments on any questions that you might have. That'll be it for this video. Thank you guys so
16:38
Speaker A
much for watching.
Topics:RobloxRoblox game developmentgame monetizationRide StormVuukStudiosgame ads strategycommunity engagementgame pricing strategyTikTok marketinggame development tips

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