Products versus passes
A gamepass is permanent — buy once, own forever. A developer product is consumable — buy again every time: in-game currency packs, extra lives, speed boosts, inventory resets. Every monetized game on the platform leans on developer products precisely because they repeat.
Implementation basics
Create the product in the creator dashboard under your experience, note its ID, then hook the ProcessReceipt callback in your script — it must grant the purchase and confirm, and it is called again automatically if confirmation fails, so the granting logic must be idempotent (never double-grant). Roblox retries receipts until they are processed cleanly.
Design patterns that earn
Currency packs map to your economy’s sink structure; consumable boosts sell best at difficulty spikes; and bundle products (currency plus a cosmetic) raise average purchase value. Always show the player what they received immediately — silent purchases create refunds and distrust.