Roblox Gamepass Pricing Strategy: The 70% Rule

How to price gamepasses so the marketplace fee, player psychology and your margin all line up.

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:

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 priceYou receive (70%)DevEx value at $0.0038
R$ 100R$ 70$0.27
R$ 250R$ 175$0.67
R$ 500R$ 350$1.33
R$ 1,000R$ 700$2.66
R$ 10,000R$ 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:

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.

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 roleTypical priceYou receiveWhat it should be
Entry / impulseR$ 49–99R$ 34.3–69.3A small, permanent convenience with an obvious benefit — the first purchase a new player makes.
Core / valueR$ 199–299R$ 139.3–209.3The pass most players should buy: the best value per Robux you offer.
Top / prestigeR$ 499–799R$ 349.3–559.3Genuinely 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:

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.

Figures, formulas and reference tables last verified: 15 October 2026.

FAQ

How much does Roblox take from a game pass?

30% of the listed price at the point of sale, so the creator receives 70% in Robux. A R$ 100 pass pays R$ 70, before the DevEx conversion.

How do I reach the DevEx minimum?

The floor is 30,000 earned Robux, worth $114.00 at the standard rate. Because the fee comes off first, you must list 30,000 ÷ 0.70 = R$ 42,858 of sales to reach it — about 43 sales of a R$ 1,000 pass.

Why price at 100 Robux instead of 99?

A multiple of ten keeps the payout exact: R$ 100 pays 70 Robux, while R$ 99 pays 69.3 and settles at 69. The cleaner price avoids rounding away part of your margin.

Is one big pass better than several tiers?

Usually not. In the model on this page a 99 / 249 / 499 ladder returned 2.46× the Robux of a single R$ 499 pass bought by a similar audience, because players self-select into the tier they actually value.

What does a R$ 1,000 pass earn me?

R$ 700 after the 30% fee, which is $2.66 at the $0.0038 DevEx rate — or $3.78 for an eligible U.S. creator aged 18 or over on the $0.0054 rate.

Does the 30% fee apply to Premium payouts?

No. Premium and engagement-based payouts are not marketplace sales and follow different mechanics, so the 30% figure should not be applied to them.

Do developer subscriptions pay the same fee?

No. Subscriptions pay 70% in the first month and then Roblox waives the marketplace fee on renewals, making recurring revenue the best-margin option on the platform.

Can I sell the same pass in other games now?

No — cross-game pass sales were disabled on 30 May 2026, so a pass earns only inside the experience that owns it. Pricing should assume your existing players are the audience.

How often can I cash out?

DevEx can be requested once per calendar month. First-time payouts take about ten business days to process, and eligibility starts at 13 with a verified email, a DevEx portal account and a tax form.

Why is the DevEx rate only $0.0038 per Robux?

Robux costs about $0.0125 to buy, and DevEx pays $0.0038, so roughly 21.3 cents of every dollar a player spends survives the fee and the rate together. That gap is the platform’s cut, split between the marketplace fee and the currency spread.

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