Tizzy RBLX explains Roblox game monetization strategies, focusing on dev products, consumables, and improving purchase pathways to boost revenue.
Ask about this video. Answers come from its transcript only — with the timestamp, so you can check them.
Generated from the transcript and can be wrong — check the timestamp.
Key Takeaways
- Use data-driven analysis to identify and expand bestselling dev products.
- Consumable dev products boost repeat purchases and player engagement better than game passes.
- Address player pain points directly with monetization features to increase sales.
- Multiple purchase pathways improve accessibility and increase revenue.
- Iterative testing and feedback analysis are crucial for successful game monetization.
What the video covers
- Tizzy RBLX shares how their Roblox game increased revenue from $6K to nearly $15K per month by doubling CCU and optimizing monetization.
- The video emphasizes analyzing sales data to identify bestselling dev products, such as speed boosts, and expanding options for different player segments.
- Player behavior observation revealed AFK players were frustrated by PvP stealing mechanics, leading to the introduction of a base lock feature.
- The base lock was implemented as a consumable dev product allowing players to protect their base for 24 hours, quickly becoming the top seller.
- Consumable dev products are preferred over game passes for repeat purchases, increasing 7-day spend days per user and overall revenue.
- Competitor analysis inspired adding a 2x offline earnings consumable, which also became a bestseller by addressing player pain points.
- Improving purchase pathways by adding multiple access points to the cash shop significantly increased cash sales.
- The video highlights the importance of solving player pain points with monetization products to ensure they feel like must-haves.
- Tizzy stresses continuous iteration: research, hypothesis, launch, update, and check results to optimize monetization without harming gameplay.
- The video includes practical examples and encourages developers to apply similar mental models to their own Roblox games.
Chapters
- 00:00Introduction and Revenue Growth Overview
- 00:56Analyzing Sales Data and Bestselling Products
- 01:35Expanding Dev Product Options
- 02:23Player Behavior and Avoiding Economy Disruption
- 03:05Addressing Player Feedback and Adding Base Lock
- 04:59Launch and Success of 24-Hour Base Lock
- 05:52Consumables vs Game Passes and 2x Offline Earnings
- 07:33Improving Purchase Pathways and Cash Sales
- 10:20Placement of Dev Products and Player Psychology
- 12:30Final Tips on Monetization Strategy and Iteration
Full Transcript — Download SRT & Markdown
Speaker A
Roblox game monetization explained like you're five years old, man. In this video, guys, I want to show you how we took our game from making around 175K in the past 72. Okay, it was at 1K CCU.
Speaker A
This is the exact same game that you saw in my last video. It was on a run rate for around 6K USD per month. And recently, we've almost doubled CCU, more than doubled CCU, and revenue has gone up
Speaker A
like 3x, and it's on a run rate to make close to 15K a month. And I'm going to show you guys in this video how I think monetization, what our bestselling dev products are, why I set them up the way I did, how you
Speaker A
can use basically the same mental model and thought process to apply to your own game. Let's dive straight into it. Here is what we did. And I'm a big proponent of this. You guys see me talk about this in a lot of my videos. Is
Speaker A
number one, we looked at the data. Okay, simple, straightforward, dude. Right? I go here. I go look at my top products. I look at which one is selling the best.
Speaker A
Okay? I go sales in descending order. What's my bestselling product? Now, what was the best seller in our game? There's a speed mechanic. You run. Okay. Best seller was plus 10 speed. I'll just put it like that. Okay. That was our
Speaker A
bestseller. Now, what's the simple logical thing to do? Oh, well, let's just add plus 30 speed as a dev product.
Speaker A
Let's add plus 100 speed for our whales. Okay, that might seem straightforward, but like dude, when I tell you when I first started working on this game, we only had plus 10 speed as a dev product.
Speaker A
Okay, so we just added more options, made it more expensive, simple, straightforward, and that became our new bestseller. Okay, for a hot minute. Now, what happened next?
Speaker A
I was in the game observing player behavior. Okay, talked about this in the last video talking about qualitative data. Simple, straightforward. Play your game and just see how people are playing it. Because your game won't always be played
Speaker A
the way it was intended to be played. What I mean by that is our game is not really an AFK game. It's a very active game. You have to run in between the servers to collect data. But what I saw
Speaker A
is a lot of players were playing AFK, which kind of made no sense to me because I'm like, "Dude, you can't even collect data AFK." Some of you guys might think, "Oh, just add an auto collect game pass." Here's something I
Speaker A
want to talk about. You have to be careful with the products you sell because this obviously seems like a simple solution, add auto collect, but what's that going to do? That could potentially wreck the entire economy of the game.
Speaker A
Okay, bro. So, we didn't add auto collect. All right, spoiler alert. What I noticed though was these players that were AFK, they were getting wrecked by PvP. What do I mean by that? Basically, in our game, you have bats like Steal a
Speaker A
Brain Rot. You can smack other players. You can steal data from their servers. And these AFK players were having their data stolen like [ __ ] crazy. Okay.
Speaker A
Also, if you played Oil Empire, this is also a mechanic in the game where you can steal gas from people's refineries.
Speaker A
Okay. So, what do we do? I looked at different games in the genre and I saw one other thing I want to mention is that there were confirmed complaints in the feedback. So again, if you go here, you go to audience feedback. Okay, there
Speaker A
were complaints in here about "I'm tired of being attacked and stolen from and targeted." Okay, now this isn't something that we just added in. Like the stealing mechanic was always part of the game, but we just noticed this was a friction point for
Speaker A
players where their [ __ ] was getting stolen. A lot of them were AFK. It was frustrating for them. So, what we did first is we added a base lock feature.
Speaker A
Okay, you guys have seen this in Stealer Brain Rods Classic, right? Every 60 seconds or so, you can lock your base, no one can get in. Okay, we added that to our game. Oil Empire doesn't have that, by the way. I took this from a
Speaker A
different game in the same genre. Okay. And then what did we do next? Of course, we added a dev product where you can lock your base for 24 hours. Now, I'm a huge proponent of dev products
Speaker A
versus game passes when it comes to consumables. What do I mean by consumables? Consumables basically means can be purchased again and again. If you think about e-commerce, some of the biggest brands in the world are CPG brands, consumer packaged goods. These
Speaker A
are your toothpaste. These are your supplements. These are anything that can be purchased again and again. This also works really well in Roblox. Okay, so 24-hour base lock. We added it in literally two days ago and it's already
Speaker A
our top seller now. Like if I go here and I go to overview, okay, and I go to dev products, you'll see that's last 28 days. We'll get into this 2x offline earnings, but you'll see last seven days. And we
Speaker A
literally added this product yesterday, bro. Lock for 24 hours. Okay, this is huge, guys, because there's a stat when it comes to your homerex. If you go to acquisition, you go homerex, there is this stat called 7-day spend
Speaker A
days per user. And it's exactly what it says here. The number of unique days individual users spend Robux in your experience over 7 days. This basically means if you have a user, how often do they spend Robux over a 7-day time
Speaker A
period? And consumables really pump this stat because they can buy the 24-hour lock today, they can buy it tomorrow, they can buy it the next day, and the next day. Same thing with 2x offline earnings, which I'm going to get into.
Speaker A
Okay, so again, with this mental model that I have showed you guys in the last video where it's research, form, hypothesis, launch, update, check results, research, right? What I did is some competitor analysis. If you look at sell lemons, very common in other games
Speaker A
as well, it's 2x offline earnings. And again, not a game pass. It's a consumable, meaning if they buy it today, they're not going to have it tomorrow. They're going to have to buy it again tomorrow.
Speaker A
Okay. So, saw that a competitor was doing it. I wanted to test it. Our original game design was to have 2x offline earnings be a game pass. This is where a lot of people go wrong. They think, "Okay, this is super valuable. 2x
Speaker A
offline earnings or 2x cash, things like that. Let me make it a game pass." But you're hurting your stat here when it comes to 7-day spend days per user. You want to experiment with consumables.
Speaker A
This is just what I've experienced. This is what is literally every time we add a new consumable that solves a big friction point in the game, it always becomes a new bestseller. Okay. I remember saying to David like, "Bro,
Speaker A
watch 24-hour lock become our new bestseller." So, start thinking in the world of consumables. Sell lemons. This is I can almost guarantee their bestselling dev product. Okay. Turned it into a dev product. Boom. 24-hour lock became our best seller. Okay. Um
Speaker A
it's actually our first bestseller. So, ignore that. Anyways, last thing I will say here, guys, is improve your purchase pathways. Okay. What the [ __ ] does that mean? Okay, let me give you an example.
Speaker A
In our game, we had cash. Okay, how can the player buy cash? This is the way it was previously. The player could only buy cash via opening the shop icon, okay, in the heads-up display in the HUD. Okay, you guys see this? It's
Speaker A
literally in every single incremental tycoon, every single game has that shop icon where they open and they see cash packs. Okay, this was previously the only way player could buy cash. What did we do? We added this little guy, this little plus icon.
Speaker A
Okay. Now, if you tap this plus icon, this is now a new way to access the cash shop. If they click this plus icon, it opens the cash shop. Okay. Now, we have two purchase pathways. What do we do
Speaker A
next? We added a third purchase pathway. Okay? Which basically what would happen is if a player went to go buy something in the game where they don't have enough money, they would get this error, right?
Speaker A
You don't have enough money.
Speaker A
annoying. It can hurt your play time. And again, that's something you want to think about is when you're creating these products, what is the impact it's going to have on my other stats? Okay, if I have a 2x offline earnings, I need
Speaker A
to make sure that my economy and long-term progression compensates for that. Okay? because you don't want to wreck your in-game economy. Now, back to this. We had this popup. Someone went to go buy something. They didn't have enough cash. It says, "Er error. You
Speaker A
don't have enough money." Okay, what did we do? We simply had it where the second time after they see this error, it will show the cash up. So, the first time it's just like, "Hey, error, you don't have enough cash." Second time it's
Speaker A
like, "Hey, error, you don't have enough cash." The third time they go to do it, it's like, "All right, buddy. Do you need cash? Obviously, you need cash.
Speaker A
Here's the cash shop." and we directly open the cash shop on the third time they go to purchase something and don't have enough cash. Okay. And this popup where it goes straight to the cash app only happens I think we have it three or
Speaker A
five times per play session right now. So it's not super intrusive, but it's there for players that don't realize it.
Speaker A
So what do we have now? Now we have three purchase pathways to this one dev product. Okay. Now purchase pathways, they can be UI, they can be physical parts in the world, which I'm going to get into. But the more purchase
Speaker A
pathways, the better. Usually, not all the time, you're going to want to experiment, but just think about what is intuitive for the player. This plus little cash thing, I saw this in tons of different games, not in Oil Empire. You
Speaker A
guys know our games heavily inspired by Oil Empire, but this is why it's important to study other games and see what mechanics they use and just form a hypothesis and think to yourself, will this work for our game and [ __ ] test
Speaker A
it, bro? For us, this drastically improved cash sales. Okay, cash is not our bestselling product. I think the one bill cash is, but we were basically selling no cash before we improved the purchase pathways. Okay, now one more
Speaker A
thing I want to mention that I've come to learn that's been taught to me is the placement of the actual dev products themselves is very very important. Okay, so we added this lock feature, right?
Speaker A
When David first designed this, the way it was set up was, let me do like a bright yellow. Okay, the way it was set up was this free lock was previously right where the dev product is here.
Speaker A
Okay, but I basically told him to swap them. Okay, because this is where the player enters their base right here, right?
Speaker A
So, this is where their foot traffic is going to be. This is where they're going to be walking a lot. Okay. So, since we put the 24-hour lock right here, they're more likely to see this than if it were
Speaker A
over here where the free version of it is, if that makes sense. So, you want to put your products where the player is going to be walking the most. Okay? And these are commonly referred to as POI.
Speaker A
Okay? Point of interest. Okay? This is where you want to put your physical dev products and create that new purchase pathway. It's not just in the HUD. It's not just in the UI. All right? You want to make sure that your dev products
Speaker A
again are really close to where majority of the foot traffic is going to be happening in your game. Okay? That's what we're talking about when it comes to placement. Now, one last thing I want to say to wrap up this video. This is what
Speaker A
I noticed with our top selling products. Okay. Our best-selling products directly solved a problem slashpain. This is classic just consumer psychology. You see this in ecom. Products that rip are products that solve a painoint. So, let me show you guys what this looks like
Speaker A
for our our game. So, I almost said our store uh plus 30 speed. What problem is that solving? The problem is I don't want to have to wait and grind and that's the pain of effort. Okay. This product is relieving this pain. Okay.
Speaker A
Very simple, straightforward, but just keep that in mind when you're creating your products. One bill money. Okay, same exact problem. It's the pain of effort. I don't want to have to grind and get all this cash. I have the Robux.
Speaker A
Why can't I just buy it? Again, you want to be careful when you are having anything related to your economy because you can completely destroy your game's economy. Okay? You don't want to just make it like one bill money is like nine
Speaker A
Robux. Like that's going to cook you, bro. Trust. 24-hour base lock. What was the pain that this was solving? I don't want people to steal my stuff while I'm AFK right?
Speaker A
Very simple, straightforward. This is now our new bestselling consumable. 24-hour base lock solves a direct pain.
Speaker A
Okay. Limiteds. This one is interesting because you might not think, okay, it's it's not it's not a pain, but technically could be related to a pain, right? What are limiteds? In our game, we have RGB antenna, RGB server. They
Speaker A
are by far our bestselling antenna and servers. Why? Because there's limited stock, limited inventory. We say, "Hey, there's only 100 of these for sale.
Speaker A
There's only 150 antennas for sale." And the pain that it's solving is I don't want to look like a filthy casual when I'm playing. I want to flex on everyone.
Speaker A
Okay. Interesting, right? 2x offline earnings. What pain is that solving? Well, this is the pain of missing out on huge gains, right? Think about sell lemons. you come in, it's like, dude, I've made 85 trillion or I could double it. Man, I
Speaker A
don't want to miss out on that. Right? And again, it's the timing and placement of when these dev products actually show because in our game for the collecting offline earnings, when the player walks over this part to collect their offline
Speaker A
earnings, okay, right here, that's when the prompt pops up and says, "Hey, do you want to 2x that 19 Robux? It's cheap and you get twice as much data as you would have previously. Okay.
Speaker A
Now, one last thing I'll say to wrap this up is products should feel like a must-have, not a nice to have. Okay.
Speaker A
Basically, what that means is they should be solving a pain. This can vary genre to genre. I'm not going to pretend like I'm an expert in every genre. I'm definitely not. I'm still [ __ ] learning, bro. I literally, you know,
Speaker A
this is one of the first games that I've helped hit this amount of revenue, okay?
Speaker A
Okay, I'm just sharing with you guys everything that me and David implemented along the way, what became the best seller, the thought process behind it, and ultimately just comes back to this again, which is research form hypothesis, launch an update, check
Speaker A
results. Did it work? Yes, keep it. If not, revert it. Okay, check results is not just did I make more Robux. You want to also see, did this dev product absolutely cook my play time? Did it absolutely destroy my D1? Did it hurt my
Speaker A
D7? Okay, did it hurt my session time? Did it hurt the first-time user experience? All these things you want to keep an eye on. All right, hope you guys got value from this video. This is everything that we've been learning as
Speaker A
we are scaling this game. And uh if you have any questions, let me know. Also, Discord link will be in the bio pinned comment always. So that's it. Peace and love.
Topics:Robloxgame monetizationdev productsconsumablesplayer behaviorpurchase pathwaysgame economyTizzy RBLXRobuxgame development











