Learn why your Roblox game won't go viral without ads, continuous updates, and user feedback, plus when to pivot or continue development.
Key Takeaways
- Ads are necessary to get your game noticed by the Roblox algorithm.
- Release early but keep improving your game based on player feedback.
- Monitoring analytics and player behavior helps identify and fix issues.
- Player comprehension should be simplified to maximize engagement.
- Knowing when to pivot or continue development is key to success.
What the video covers
- Running ads is essential to get organic traffic and visibility for your Roblox game; relying solely on organic reach is unlikely to work.
- Recommended ad budget is around 30K to 60K Robux ($100-$200) over one to two weeks to boost initial exposure.
- Release a playable base version first; the game does not need to be perfect or content-heavy at launch.
- Continuous daily updates and fixes during the ad campaign are crucial to retain players and improve the game.
- Use analytics and player feedback to identify issues, dislikes, and quitting points within the game.
- Lower your comprehension standards to accommodate all players, guiding them clearly through gameplay.
- Test your game with others to catch bugs and usability issues you might miss yourself.
- Fix game-breaking bugs immediately and listen closely to player feedback to improve retention.
- Understand when to pivot by analyzing stats and home page recommendations to decide whether to continue or cut development.
- VuukStudios offers a Roblox Launchpad course for learning scripting, modeling, animation, and running ads.
Full Transcript — Download SRT & Markdown
Speaker A
What's up, everyone? Today, we're going to be talking about why your Roblox game won't go viral until you fix these things. And today, we're going to be going step by step about how these games actually get pushed into the algorithm and what your game might be lacking. Now, if you're wondering who I am and why I talk about this, well, my name is V Studios and I've peaked, as you can see right here, over 24K CCU with my recent game, and I also held an average of 12K CCU over almost a whole month. So, I'd say I'm pretty knowledgeable in what I'm talking about, and I hope some of you will take your time out of your day to listen to me. I also have a bunch of other contributions. This isn't my only game that I've done. I made solo games. I made games as a scriptor, lead scriptor, and everything like that. So, in this video, we're going to be talking about a lot of steps that I've taught myself over these past few years and then helping you guys get through these steps as easy as possible so your game can have the best chance of success. And also, if you guys are curious about learning more in depth about all of this stuff, especially how to, I don't know, maybe run ads or how to develop, how to script, how to actually learn scripting, how to model, how to animate, doing all these skills, because obviously it's easier said than done to just tell you guys to make a game. You obviously need to have skill to make it. So, if you are curious about doing all of that, I have made my own Roblox Launchpad. It's going to be the first link in the description where I can help you bridge that gap. If you guys don't know how to do scripting or don't know how to do modeling, just basically stuff like that, I can easily teach you guys. It'll be the first link in the description. We had a bunch of crazy student results. But without further ado, if you guys are interested, check that out and we'll get straight into our first point right here in the video, which is running ads to get organic traffic. So, I usually recommend around 30K to 60K Robux for one to two weeks. Of course, you can buy credits for USD. You don't need this much Robux. You can, I think, this is around like $100 to $200 for one to two weeks, and you run this throughout the whole campaign. So not every day you spend 100. The whole one to two weeks is $100 to $200. So this is the big thing that I see people get wrong a lot of the times. You need people to see your game. Algorithm cannot pick you up by just letting your game sit. Now, what does this mean? People make mistakes thinking they don't need ads or they don't need like anything to get their game into the algorithm. That is a huge mistake that I see a lot of beginners make and you should not be making that mistake. So maybe if you have hype, so if you're making a huge anime game, you have like 100K people in the Discord, do you need ads? Probably not that much, honestly. I'd still recommend to do it just because, but you need ads. Like if you are making a game and you don't have a budgeting out for the ads, like you need to either like you basically just need to invest like at least like even 20, 10K Robux, like $50. Like you need to, I don't know, you need to figure that out. But you need ads because people think they can just release their game and think their game is going to get into the algorithm. That is very unlikely. I don't think that ever has happened. Maybe if someone can correct me in the comments, but you need ads in order to make sure your game is seeable to other users. Now, this is another huge thing that people make mistakes of and why their games won't go viral, and that is the fixing phase. So, when you start running ads, as I told you how much you should put when you start running ads, you need to fix your game every single day. That's where the actual work starts. You do not finish a game by releasing it. I see this mistake over and over and over again with a lot of people, especially the people I coach and also people who have gotten results in this type of industry. Some of the people think that they can just release a game and just let it sit. The actual work starts once you release a game. So to release, you must do a base version first and you build during the ads. So your release, please trust me when I say this, your release does not have to be perfect. Your release does not have to have hours and hours and hours of content. Your release needs to be at least playable throughout the core and just playable to the point where people can get hooked onto it because updates are easy to push out. Like you can push an update next week, right? So the thing most people do that have a huge, huge impact on their game is they release the game and let it sit for a week while ads run. And that is the biggest mistake you can make, especially even as a beginner or intermediate, whatever level you might be. Once you release your game, you need to listen to feedback. And that is our next point right here. So you need to be checking analytics, checking and listening to what people say. So whenever people dislike, if you guys know, you can go into the create tab and you can go into analytics and you can check feedback. It will be like a page and you can check who has liked or disliked your game. And also when people like and dislike, they can leave a comment on why they liked and disliked. Now, this is a huge thing that you need to be listening to. So check analytics, check dislikes, and what people are saying. Also, go into your own game and see where users are quitting. See where they're maybe having trouble because you can't expect everyone to be on your level of knowledge or like your level of comprehension in this. Like you think that when you release a game, everyone will understand what to do, what's next, what you play. Even trust me, I've seen people not know even how to go ahead and collect an item unless it's like specifically highlighted or pointed towards them or even sometimes you have to automatically push them to the item. So you need to kind of lower your standard on comprehension and think in terms of like literal toddler steps if you want to actually have people go through your whole loop because a lot of people don't have the time or patience to actually figure things out on their own, which is honestly kind of sad, but you need to take that into account and take into account other people's comprehension when doing this sort of thing because I think it will help you out a ton. So again, go into your game, see where users are quitting and see where you can improve this and what kind of things you can fix so users don't quit and stuff. Make notes, make like, I don't know, things. Make a whole board of like what your users might be experiencing and then you should be good. While you're actually running ads, you need to be fixing your game, as I told you guys. So during that whole week or two weeks, you need to be locked in fully into fixing anything that comes up, especially game-breaking bugs. Like if someone finds a game-breaking bug, that's why I like when you, if you have like a friend or something to test with you, it'll very easily be better for someone with a different eye to look at things and peek at things and tell you like, "Hey, this is not good. This is not that." And you need to take these into account when fixing up your own game. Now, this is probably the most important part of the video that I'm going to be covering today: how do you know when to pivot? Now, what does pivoting mean for you guys that don't know? Pivoting is when you decide if you want to cut the game off or if you want to continue developing. Now, again, I'm not going to slander you for this question because this is a great question. It comes down to analyzing stats and home recommendations. And we're going to be going over how to cut a game and know when to stop developing it and pivoting to another project or if you should continue developing.
Speaker A
algorithm and what your game might be lacking. Now, if you're wondering who I am and why do I talk about this? Well, my name is V Studios and I've peaked, as you can see right here, over 24K CCU uh
Speaker A
with my recent game and I also held an average of 12K CCU over almost a whole month. So, I'd say I'm pretty um knowledgeable in what I'm talking about and I hope some of you will take your time out of your day to listen to me. I
Speaker A
also have a bunch of other contributions. This isn't my only game that I've done. I made solo games. I made games as a scriptor, lead scriptor, and everything like that. So, in this video, we're going to be talking about a
Speaker A
lot of steps that I've uh taught myself over these past few years and then helping you guys get through these steps as easy as possible so your game can have the best chance of success. And also, if you guys are curious in
Speaker A
learning more in depth about all of this stuff, especially how to uh I don't know, maybe run ads or how to develop, how to script, how to actually learn scripting, how to model, how to animate, doing all these skills, because
Speaker A
obviously it's easier said than done to just tell you guys to make a game, you obviously need to have skill to make it.
Speaker A
So, if you are curious in doing all of that, I have made my own Roblox Launchpad. It's going to be the first link in the description where I can help you bridge that gap. If you guys don't know how to do scripting or don't know
Speaker A
how to do modeling, just basically stuff like that, I can easily teach you guys.
Speaker A
It'll be the first link in the description. We had a bunch of crazy student results. But without further ado, um if you guys are interested, check that out and we'll get straight into our first point right here in the
Speaker A
video, which is running ads to get organic traffic. So, I usually recommend around 30k to 60k Robux for one to two weeks. Of course, you can buy credits for USD. You don't need this much Robux.
Speaker A
You can I think this is around like $100 to $200 for one to two weeks and you run this throughout the whole campaign. So not every day you spend 100. The whole one to two weeks is $100 to $200. So
Speaker A
this is the big thing that I see people get wrong a lot of the times. You need people to see your game. Algorithm cannot pick you up by just letting your game sit. Now what does this mean?
Speaker A
People make mistakes thinking they don't need ads or they don't need like anything to get their game into the algorithm. That is a huge mistake that I see a lot of beginners make and you should not be making that mistake. So
Speaker A
maybe if you have hype, so if you're making a huge anime game, you have like 100k people in the Discord, do you need ads? Probably not that much, honestly.
Speaker A
I'd still recommend to do it just because, but you need ads. Like if if you are making a game and you don't have a budgeting out for the ads, like you need to either like you basically just need to invest like at least like even
Speaker A
20 10k Robux like $50. Like you need to I don't know. You need to figure that out. But you need ads because people think they can just release their game and think their game is going to get into the algorithm. That is very
Speaker A
unlikely. I don't think that ever has happened. Maybe if someone can correct me in the comments, but you need ads in order to make sure your game is seeable to other users. Now, this is another huge thing that people make mistakes of
Speaker A
and why their games won't go viral and that is the fixing phase. So, when you start running ads, as I told you how much you should put when you start running ads, you need to fix your game every single day. That's where the
Speaker A
actual work starts. You do not finish a game by releasing it. I see this mistake over and over and over again with a lot of people especially the people I coach and also people have gotten results uh in this type of industry. They some of
Speaker A
the people think that they can just release a game and just let it sit. The actual work starts once you release a game. So to release you must do a base version first and you build during the ads. So your release please trust me
Speaker A
when I say this your release does not have to be perfect. Your release does not have to have hours and hours and hours of content. Your release needs to be at least playable throughout the core and just playable to the point where
Speaker A
people can get hooked onto it because updates are easy to push out. Like you can push an update next week, right? So the thing most people do that have a huge huge impact on their game is they release the game and let it sit for a
Speaker A
week while ads run. And that is the biggest mistake you can make especially even as a beginner or intermediate whatever level you might be. Once you release your game, you need to listen to feedback. And that is our next point
Speaker A
right here. So you need to be checking analytics, checking uh and listening to what people say. So whenever people dislike, if you guys know, you can go into create tab and you can go into analytics and you can check feedback. It
Speaker A
will be like a page and you can check who has liked or disliked your game. And also when people like and dislike, they can leave a comment on why they liked and disliked. Now this is a huge thing
Speaker A
that you need to be listening to. So check analytics, check dislikes, and what people are saying. Also, go into your own game and see where users are quitting. See where they're maybe having trouble because you can't expect everyone to be on your level of
Speaker A
knowledge or like your level of comprehension in this. Like you think that when you release a game, everyone will understand what to do, what's next, what you play. even trust me like I've seen people not know even how to go
Speaker A
ahead and collect an item unless it's like specifically highlighted or pointed towards them or even sometimes you have to automatically push them to the item.
Speaker A
So you need to kind of lower your standard on comprehension and think in terms of like literal toddler steps if you want to actually have people go through your whole loop because a lot of people don't have the time or patience
Speaker A
to actually figure things out or their own which is honestly kind of sad but you need to take that in account and take in account other people's comprehension when doing this sort of thing because I think it will help you
Speaker A
out a ton. So again, go into your game, see where users are quitting and see where you can improve this and what kind of things you can fix so users don't quit and stuff. Make notes, make like I
Speaker A
don't know things. Make a whole board of like what your users might be experiencing and then you should be good while you're actually running ads. You need to be fixing your game as I told you guys. So during that whole week or
Speaker A
two weeks, you need to be locked in fully into fixing anything that comes up, especially gamebreaking bugs, like if someone finds a game-breaking bug.
Speaker A
That's why I like when you if you have like a friend or something to test with you, it'll very easily be uh better for someone with a different eye to look at things and peek at things and tell you
Speaker A
like, "Hey, this is not good. This is not that." And you need to take these into account when fixing up your own game. Now, this is probably the most important part of the video that I'm going to be covering today is how do you
Speaker A
know when to pivot? Now, what does pivoting mean for you guys that don't know Pivoting is when you decide if you want to cut the game off or if you want to continue developing. Now, again, I'm not going to slander you for
Speaker A
this question because this is a great question. It comes down to analyzing stats and home recommendations. and we're going to be going over how to cut a game uh and know when to stop developing it and pivoting to another
Speaker A
project or if you should continue developing that same game in order to have it get just more chances into getting into the actual algorithm. So boom, after one to two weeks of ads, did your game get home recommendations or
Speaker A
not? So there are three outcomes. It didn't. Yes, it did. But not a lot. And yes, it's blowing up. There's only three ways. I've I've released over 10 15 titles and trust me there's only three outcomes that can happen during these
Speaker A
ads and let's go over the first one which is it didn't. So if a game did not hit home recommendations you're instantly cutting the game off. I don't care how much you think your idea is good. If you pushed out 30 to 60k Robux
Speaker A
for one or two weeks and you did not get a single home recommendation. Now again if you guys don't know how to check home recommendations you go to the create tab. You go to your game. You go to
Speaker A
analytics. you go to um I think acquisition. Yeah, acquisition and you go to homerex. It's like a tab and you'll see like a bar. There will be a bulk bar called sponsored ads and you'll have like I don't know 50k, 30k, 20k.
Speaker A
And if you don't have a single bar called home recommendations, cut the game off immediately and move to a new idea. So that is called pivoting and that's what we talking about in this video. I don't care how good you think
Speaker A
your game is, how goatated you think your idea is, if you thought it was the best idea anywhere in the world. If it did not get the user engagement, you're cutting the game off. Just leave it.
Speaker A
Like, just leave it. Stay on the platform. And you're also cutting the ads to save your money. Even after a week, like let's say uh after a week, if you're running ads for two weeks, if you're after a week, you don't see home
Speaker A
wrecks, cut the ads off, cut the game off, and pivot to another idea. Now, our next step right here is yes, it did. So, it did get some home recommendations, but not a lot. And this is where I tell
Speaker A
you guys to do one update and check what happens. So there's only two outcomes that can go out from this. So you do one update. So you do one major update like adding some things for depending on your
Speaker A
stats. So like if people are leaving pretty fast, you add a retention update like I don't know daily rewards. Do this. Do like a better tutorial for 5 minutes or something like that and check what happens. So two outcomes if it
Speaker A
flops cut. So no big home recommendations push. So, as I told you, you got the initial home recommendations push, but it was like a,000, 2,000, 5,000. It's It's not a lot. The thing is, if you don't see your home wrecks
Speaker A
increasing every single day by a ton, the game is a flop. Why? Because any any of my titles that hit home wrecks, uh, it will go like 5,000 home wrecks, then 15 the next day, then 25 the next day,
Speaker A
then 50 the next day, then 100k the next day. So, you got to understand your um home recommendations need to go out exponentially. So, they need to rise up like an exponential graph. If they rise up like a th00and, 2,000, 30,000, like
Speaker A
they just don't move by a lot, it's a flop and you should cut the game off because there's no big home recommendations push. If it does good, if it starts picking up exponentially, you just scale and start pushing out
Speaker A
weekly updates. Now, again, if it is blowing up, good for you. You made your first viral game. uh you do weekly updates and first update is as soon as possible. So as soon as you can, you're looking for feedback. You're trying to
Speaker A
update. And guys, this is another thing that I'm going to tell you is you do not need to wait one week to fix fix bugs.
Speaker A
If it's a game-breaking bug or if it's a bug in general, you can just publish the game and not even announce. Like why would you need to announce bugs? Just fix it, publish like same day. Like you don't have to wait a week to push out an
Speaker A
update and then do bug fixes with the update. just do patch fixes. That's that's what they call patches. So if you are anyhow familiar with gaming terms, updates are big content things and patches are ghost applications where you
Speaker A
go ahead and patch up something pretty quickly without even announcing it anywhere. That's what bug fixing is and you need to do this as soon as possible.
Speaker A
And then updates, as I told you guys, try to aim for weekly or bi-weekly. You can even do bi-weekly, which is pretty decent for some bigger titles. Now, you have an actual base on how to cut off games and know when games have potential
Speaker A
to go viral or not. Now, what is next? Either you build a team and make the game. So, you go ahead and hire out a team, make a game, but you need to be knowledgeable in at least some sort of
Speaker A
area if you want to do this, or just make the damn game. Like, learn how to do it yourself or whatever it might be.
Speaker A
Again, as I told you guys, if you want to learn how to do yourself, check out the Launchpad. It's the first thing in the description. I teach how to script, how to animate, how to do all the roles
Speaker A
you need to actually make a game, even solo if you want, cuz I made solo games.
Speaker A
Uh, if you saw the concrete cleaning title, it got over 5K CCU. Uh, peak, it was making around 15 to 20k a month. And that was a solo game I did by myself, like all the assets, all the scripting,
Speaker A
and everything. So, um, you can either hire out a team if you have a good budget, like make a game, or you can learn to do it yourself and make damn game. You do not need five months to
Speaker A
push your game. Like, this is a huge mistake beginners do. Most games can be done in a month, like even a few weeks.
Speaker A
Now, I'm not going to cap. Um, the fastest I've done a game for myself is four four days or 5 days. So, I can't like say, okay, it's it's going to take like a week or like 5 4 days, 3 days, 2
Speaker A
days, because it depends on the person. I've been doing this for a while, so I can push out a game that fast, especially if it's my own game. And again, um if you have the sort of ability to, let's say, use AI to push on
Speaker A
games, I advise for it. Now, there's a huge difference in using AI, for example, for paid work, stuff as commissions where you do things for other people. That's where I'd say, okay, you cut the line there. You don't
Speaker A
use it for that. You basically do your own work and your originality with that.
Speaker A
If you want to earn funding for your game, and then to actually cut time where let's say you're doing commissions for other people, like you're working for other people, they're hiring you, and you want to do that, but you don't
Speaker A
have much time to build your own game. That's why I say you can use AI for your own game to speed up the process because it does help a lot especially if you don't have that much time or if you just
Speaker A
have anything in general in life like school or you have work whatever like a lot of my audience like is either younger or older like there's really no limit so I'm not going to judge anyone's situation that's why I say if you don't
Speaker A
have much time I'd very much recommend it because it can save you a ton. Now yeah that'll be it for this video mainly. Hope you guys enjoyed it. I hope you guys learned a ton of things. Uh, hope you guys drop a comment or
Speaker A
something supportive and also subscribe and turn notifications on so I can keep pushing on these videos. And again, if you are interested in learning more in depth about how to make games, like what actual statistics work, what doesn't,
Speaker A
how to improve certain statistics, how to script, how to animate, how to build, how to model, how to make UI. Check out the Launchpad, aka my Roblox Academy.
Speaker A
It's going to be the first link in the description on the website. We have a bunch of crazy student results. People were getting 5K CSU, 8K CSU with their games. Pretty pretty cool. But without further ado, uh hope you guys subscribe
Speaker A
and I'll catch you boys in the next video. Peace.
Topics:Roblox game developmentRoblox adsgame marketinggame updatesplayer feedbackgame analyticsgame pivotingRoblox scriptingRoblox modelingVuukStudios











