How Much Does It Cost to Make a Roblox Group? Fee + Roles

Creating a Roblox group costs a one-time 100 Robux — about US$1.25 in real money — with no recurring fee; roles, permissions and group funds follow from there.

The one-time fee

Creating a group costs 100 Robux, paid once — groups have no recurring cost. The creator becomes the owner and can invite members, assign roles with custom permissions, and publish experiences under the group name so all earnings pool into group funds.

Roles and permissions

Roles are fully customizable: give builders edit access to experiences, moderators the ability to remove members, and economists payout permissions. The least-privilege principle applies — every permission you hand out is a permission that can drain group funds or delete work if an account is compromised.

Groups as a creator structure

Publishing under a group keeps a game alive independent of any single account, enables collaboration tools, and pools earnings for advertising and payouts. Recurring payouts let you set fixed percentage splits that distribute funds automatically every month.

What 100 Robux actually buys

Creating a group is a one-time 100 Robux fee. There is no monthly charge and no renewal — pay once and the group exists until you delete it. At the standard Robux rate of about US$0.0125 each (400 Robux for $4.99), that is roughly US$1.25 in real money, and less if you buy Robux through a Premium subscription, which improves the rate.

So the honest answer to "how much does it cost to make a Roblox group" is: about a dollar and a quarter, once. The fee is not the cost of running a group — it is a small filter that stops people from creating them carelessly. The real costs are your time and whatever you pay collaborators, and neither of those goes through Roblox at all.

Groups are now called Communities

Roblox renamed the feature to Communities in 2025 and moved the pages to roblox.com/communities/. Nothing underneath changed: same group ID, same ranks, same funds, same permissions. Old /groups/ links still redirect, the developer APIs still use the word group, and almost every player still says group. Treat the two words as identical, and do not spend time looking for a migration step — there isn't one.

One practical consequence for creators: the improved role and permission workflows live in the Creator Dashboard, not on the profile page. Expand the account switcher in the top-left, select the group, then Roles. If you configured roles before the rename you may still be on the legacy system, where legacy roles keep working but can only be edited through the legacy workflow.

Roles and permissions: 255 ranks, and the three that matter

Every group has ranks numbered 1 to 255, with 255 being the owner. You can add custom ranks freely, and permissions are grouped into General, Creation and Community categories in the Creator Dashboard.

Most of the permission list is harmless. Three of them are not, and those are the ones to hand out one person at a time:

PermissionWhat it really grantsGive it to
Manage and spend group revenueSends one-time payouts and configures recurring splits. This is the ability to empty the group balance.The owner, and at most one trusted co-owner
Edit and publish all group experiencesCan change and ship every game the group owns. Whoever holds this can push code to your players.Actual developers only, per game if possible
Manage rolesCan create, edit and assign any role below their own, which is a path to escalating their own accessOne person, not a committee

Several of the experience permissions can also be granted per game rather than group-wide. Use that: an artist who needs to touch one map does not need group-wide edit rights over everything you will ever publish.

Group funds, and the 14-day rule

Anything the group sells — passes, developer products, clothing — pays into group funds rather than into your personal Robux balance. That separation is the point: revenue belongs to the studio, not to whoever happened to be logged in when it was earned.

Getting money back out has specific rules:

The transferable lesson: an economy built on group funds cannot be paid out on day one. Plan the 14-day gap into any arrangement with a freelancer, or pay the first invoice by another route.

Setting a group up so it can actually be paid

The setup order matters, because permissions you hand out before you understand them are the ones that cost money:

  1. Create the group and confirm the emblem passes moderation. The logo upload is free but reviewed, so a group can look unbranded for a while.
  2. Build the rank ladder before you invite anyone. A workable structure is Owner (255), co-owner (250), admin (200), staff (150), veteran (100), member (50), new member (10).
  3. Set join mode. Open join suits a community; manual approval suits a development studio, where you want to see who is inside before they can see the wall.
  4. Move your game under the group. In Studio, open the experience, go to Game Settings → Permissions and change the creator to the group. Until you do, revenue flows to your personal account and group funds stay empty.
  5. Assign the revenue permission to exactly one person and confirm who it is. Then test a one-time payout of a trivial amount before the money is real.
  6. Decide the split in writing before money exists. Roblox does not arbitrate internal group disputes — the documentation says so explicitly. A recurring payout percentage that everyone agreed to while the balance was zero is much easier to discuss than one negotiated after it is not.

Common mistakes with groups and communities

Setting up a Roblox group and studio

A group is a creator structure for publishing and splitting payouts, so the work behind it happens at a desk. These are the items a small Roblox dev setup uses.

  • Webcam — Group projects mean coordinating with builders and moderators; a webcam is what makes remote planning sessions work.
  • Gaming headset with microphone — Assigning roles and permissions is mostly talking; a headset keeps that out of the room speakers.
  • SSD — Studio work and play both load and save constantly; an SSD trims the waiting between them.
  • Gaming mouse — Studio and Roblox play are mouse-heavy; a comfortable mouse matters over a long build session.

As an Amazon Associate I earn from qualifying purchases. The links above are affiliate links — if you buy through one, the price you pay is unchanged and a small commission helps keep these calculators free. Tools are listed because the job calls for them, not because of commission rates.

Sources and standards

Where these figures come from

Every formula on this page is implemented from the published reference material below. Where a value depends on a regional code, the calculator lets you override it rather than assuming one jurisdiction.

Figures, formulas and reference tables last verified: 21 September 2026

FAQ

How much Robux does it cost to make a group?

A one-time 100 Robux creation fee. There are no monthly group charges.

Can I transfer group ownership later?

Yes — ownership can be transferred to another member, which is the standard succession path for active team groups.

How much does it cost to make a Roblox group?

A one-time 100 Robux. There is no monthly or annual fee, and the charge happens once when you press Purchase on the Create Group page. At the standard rate of roughly $0.0125 per Robux that is about US$1.25, and slightly less if your Robux came from a Premium subscription.

How much is 100 Robux in real money?

Roughly US$1.25 if you buy Robux at the standard rate of 400 Robux for $4.99. Premium members get a better Robux-per-dollar rate, so their 100 Robux costs a little less. Either way the group fee is about the price of a coffee, paid once.

How much does it cost to make a new member role for a Roblox group?

Nothing. Adding roles and custom ranks inside a group is free — the only charge in the entire process is the one-time 100 Robux to create the group itself. You can build a full rank ladder from Owner down to New Member without spending any further Robux.

Groups or Communities — which is it?

The same thing. Roblox renamed Groups to Communities in 2025 and moved the pages to roblox.com/communities/, but the group ID, ranks, funds and permissions are unchanged. Old /groups/ links redirect, and the developer APIs still say group.

How do group funds work?

Sales from group-owned content — passes, developer products, clothing — land in a shared group funds balance rather than any individual account. The owner or a rank with the revenue permission can pay it out, either as a one-time payout or as a recurring percentage split that repeats automatically.

Why can’t I pay a new member from group funds yet?

Two rules block it. The recipient must have been in the group for at least 14 days — Roblox’s anti-scam delay — and they need an active Premium subscription to receive group payouts. Build both into the timeline before you promise a freelancer money on day one.

How many roles can a group have?

Ranks are numbered 1 to 255, with 255 reserved for the owner, and you can add custom ranks within that range for free. Most working groups use fewer than a dozen. What matters is not the count but which permissions each rank carries, especially the revenue and publish permissions.

Should my game be owned by a group or by me?

A group, if more than one person works on it. Group ownership keeps the game alive independent of any single account, lets multiple developers edit it, and routes revenue into shared funds rather than one person’s balance. The trade-off is that you have to manage permissions carefully, because group-wide edit access is powerful.

What happens to a group if the owner’s account is compromised?

The damage is decided by what the compromised rank holds. If the owner account has the revenue permission, group funds can be paid out; if it has publish rights, games can be changed. That is the argument for giving real permissions to as few accounts as possible and turning on two-step verification on every account that holds them.

More game tools

Have a suggestion?

Missing a feature or found something off? Tell us — user suggestions decide what we build next.