Price from what you keep, not from what you charge
A Roblox game pass price is two numbers stacked on one another. The first is the marketplace fee: Roblox keeps 30% of the listed price and pays the creator 70% in Robux. The second is the DevEx rate, which turns those earned Robux into dollars at cash-out. Only the product of the two reaches your wallet, and pricing straight off the sticker number quietly ignores half of it.
The rule that follows is short enough to hold in your head, and it drives every example on this page:
Earned Robux = Listed price × 0.70 and, rearranged, Listed price = Target Robux ÷ 0.70
Read the second form literally. A game pass is not priced at what you want to earn; it is priced at what you want to earn divided by 0.7, because the platform takes a third off the top before the Robux arrive.
The three numbers that set every price
Before choosing between 99 and 100 Robux, fix three platform constants. They do not move with taste, and every pricing decision is downstream of them:
- The 30% marketplace fee. In-experience purchases sold for Robux — game passes included — pay the creator 70%. The fee is taken at the point of sale, before the Robux reach your balance.
- The DevEx rate: $0.0038 per earned Robux. That is the standard rate for Robux earned on or after 5 September 2025; balances earned earlier cash out at the older $0.0035. A higher $0.0054 rate applies to eligible age-verified U.S. creators aged 18 and over on qualifying purchases.
- The 30,000 Robux minimum. DevEx pays out only in whole requests of at least 30,000 earned Robux — $114.00 at the standard rate. Below that floor nothing cashes out, however good the rate looks.
Multiply the first two together and you get the number to hold on to: of every dollar a player spends on a pass, a creator keeps about 21.3 cents. The rest is the platform fee plus the gap between what Robux costs to buy and what it pays out at DevEx.
| List price | You receive (70%) | DevEx value at $0.0038 |
|---|---|---|
| R$ 100 | R$ 70 | $0.27 |
| R$ 250 | R$ 175 | $0.67 |
| R$ 500 | R$ 350 | $1.33 |
| R$ 1,000 | R$ 700 | $2.66 |
| R$ 10,000 | R$ 7,000 | $26.60 |
The table is the whole pricing model in five rows. A pass listed at R$ 1,000 is R$ 700 of earned Robux, which is $2.66 on the standard rate. Nothing about that changes by game or genre — the two multipliers are platform-wide.
Three worked examples
Each example is worked by the script that builds this page from the constants above, so every figure can be traced.
Example 1 — pricing to a target
Suppose you want to bank R$ 700 of earned Robux from a single sale. Divide by the keep rate: 700 ÷ 0.70 = R$ 1,000 — that is the list price, and anything lower under-shoots the target by the 30.000000000000004 % fee.
The same arithmetic answers the more important question for a small creator: how much do you have to sell before a payout is even possible? The floor is 30,000 earned Robux, so the listings must total 30,000 ÷ 0.70 = R$ 42,858. A single R$ 1,000 pass has to sell 43 times before the DevEx minimum is met at all.
Example 2 — why 100 beats 99
Creators love the “looks cheaper” price ending in 9, but the fee lands on a fraction that the balance then has to round. Work three pairs:
- R$ 99 → 99 × 0.70 = 69.3 Robux, which settles at 69.
- R$ 100 → 100 × 0.70 = 70 Robux exactly.
- R$ 249 → 174.3 (settles at 174) against R$ 250 → 175.
A price that is a multiple of ten avoids the fractional remainder entirely: R$ 100 pays 70, R$ 500 pays 350, R$ 1,000 pays 700. The mental price of “99” buys you nothing on the payout side — it only changes what the buyer thinks they are spending.
Example 3 — a three-tier ladder beats one big pass
Model 100 sessions against a single R$ 499 pass versus a ladder at 99 / 249 / 499. Assume the ladder splits those sessions 60 / 30 / 10 and the single pass converts 15 of the same 100 — conversion figures chosen to be illustrative rather than measured.
- Ladder: 60 × 69.3 + 30 × 174.3 + 10 × 349.3 = 12,880 Robux ($48.94 at DevEx).
- Single R$ 499 pass: 15 × 349.3 = 5,239 Robux ($19.91).
The ladder returns 2.46× the Robux, because players self-select into the tier they value rather than facing one yes-or-no price. The number to remember is not the total but the shape: three price points capture buyers a single pass turns away, at no extra platform cost, since the 30% fee applies identically to each sale.
Price points that work
Two platform rules shape the numbers you can pick. A pass offered through the on-platform promotion slot must sit above 49 Robux and below 801 Robux, so the promotion band is roughly the 50–800 range. And since 30 May 2026 cross-game pass sales are disabled, so a pass earns only inside the experience that owns it — the audience is the people already playing, which is exactly why the entry tier matters most.
| Tier role | Typical price | You receive | What it should be |
|---|---|---|---|
| Entry / impulse | R$ 49–99 | R$ 34.3–69.3 | A small, permanent convenience with an obvious benefit — the first purchase a new player makes. |
| Core / value | R$ 199–299 | R$ 139.3–209.3 | The pass most players should buy: the best value per Robux you offer. |
| Top / prestige | R$ 499–799 | R$ 349.3–559.3 | Genuinely rare content that makes the middle tier look cheap. |
Keep each tier a multiple of ten so the payout stays clean, keep the top tier scarce so it pulls the middle tier upward, and keep the entry tier under the R$ 100 line where impulse buying lives. A ladder is not three copies of the same thing at three prices; it is three different reasons to spend.
What the fee does and does not cover
The 30% marketplace fee applies to marketplace and in-experience sales made for Robux — passes, developer products and avatar items. It is worth knowing what sits outside that, because the differences are large:
- Developer subscriptions take 70% in the first month and then Roblox waives the fee on renewals, which makes recurring revenue the highest-margin stream on the platform.
- Engagement-based and Premium payouts follow different mechanics entirely — they are not marketplace sales, so the 30% figure does not describe them.
- Paid access and real-money sales such as Creator Store models and plugins pay creators up to 90%, because they are not sold for Robux.
- Purchased Robux can never be cashed out. Only earned Robux pass through DevEx, which is what keeps the platform’s currency closed-loop and why the 30,000 minimum is measured in earned Robux only.
One timing rule catches new creators: DevEx can be requested once per calendar month, first-timers wait roughly ten business days for processing, and eligibility starts at 13 with a verified email, a DevEx portal account and a tax form. Plan the 30,000-Robux milestone with the monthly cadence in mind, not as an on-demand cash-out.
Sources and standards
Where these figures come from
Every rate and rule on this page is taken from the published Roblox reference material below rather than from memory, and each worked example is reproduced by the script that built the page. Where a platform value can change, the current standard is stated together with the date it took effect.
- Roblox Creator Documentation — Earn on Roblox — the 70/30 split on in-game Robux sales and the up-to-90% share on real-money sales.
- Roblox — Developer Exchange — the $0.0038 standard rate, the $0.0054 U.S. 18+ rate, the $0.0035 legacy rate, the 30,000-Robux minimum and the once-a-month cadence.
- Roblox — Passes — game pass creation, the 49–801 Robux promotion band and the end of cross-game pass sales on 30 May 2026.
- Roblox — Developer Products — the consumable counter-part to a pass, sold under the same 70/30 split.
Figures, formulas and reference tables last verified: 15 October 2026.