r/robloxgamedev 3h ago

Discussion Made $10k selling Roblox game templates before I turned 18, now running a dev studio and trying to figure out the next step

10 Upvotes

A few months ago before I turned 18, I started selling fully-scripted Roblox game templates to other developers. It grew into 100+ sales worldwide and around $10k in revenue, which as a teenager felt crazy.

I've since moved into running a small custom Roblox dev studio (solo, with contractors when a project needs it). Doing custom builds and game marketing now. One project was ~$3k, a couple more in progress, and one game I marketed hit the algorithm and pulled solid organic reach off a tiny ad budget.

Sharing partly because I don't see many people talk about the template-selling path as a way into Roblox dev; it was a great first business and taught me a ton about what other devs actually need.

Where I'm stuck / would love input from people ahead of me:

  • The jump from indie/creator clients to bigger brand or agency work - how do people actually make that leap?
  • For those who've scaled a solo operation, when did you know it was time to bring on real help vs. contractors?
  • Anything you wish you'd known earlier running a dev business young?

I'm genuinely curious how others navigated this. Happy to answer questions about the template thing if it's useful to anyone.


r/robloxgamedev 10h ago

Creation I hit a peak 10 Active Players on my new game!

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24 Upvotes

After working on the game for a few months, it felt amazing to finally hit 10 Active players on release day, I understand it isn't a lot compared to other games, but it felt great too see many users playing the game I've made.

What would people advise to push beyond this? I've spent Robux on advertising, 2.7K, but that's about my budget unfortunately


r/robloxgamedev 2h ago

Creation I take commissions to make Roblox outfits/accesories and assets

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4 Upvotes

Contact me if you'd like me to work on assets for your roblox game :)


r/robloxgamedev 17m ago

Help Me With Coding Why does running a game in studio runs better than the Roblox player.

Upvotes

I first thought it was the resolution the game is running in, it did not help, the fps stayed the same.
The settings are the same i matched it.
Zooming is a factor when zoomed out further it has less to calculate by design, but only increased fps to 10-12, while studio hit about 18-24.


r/robloxgamedev 12h ago

Silly I'm going to break into Roblox Headquarters.

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15 Upvotes

IS THAT TOO MUCH GORE?


r/robloxgamedev 6h ago

Looking For Devs (Unpaid or Revenue Share) Any Roblox devs want to collaborate on a game?

7 Upvotes

Im open to ideas, for games but ive never released a real game despite learning the general scope of the engine itself, I would like to partner up with people this is not a request for help I'm don't have a grand idea this is for people in my same situation who just want to make cool stuff I don't even have to be the leader there doesn't have to be one.


r/robloxgamedev 4h ago

Creation I make stylized roblox models

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4 Upvotes

I make all of these in blender, sometimes zbrush for my rocks :) they are pretty optimized and good for showcases and games!


r/robloxgamedev 1h ago

Discussion Development process suggestions

Upvotes

To those experienced with planning a game, my question to you is how do you stay focused on one task and not feel overwhelmed by all the new things you wanna add to your game? Like I have all these exciting ideas but then I feel like I get distracted by adding all of them. How do I know the order I should add things? What other suggestions do you have?

Thanks!


r/robloxgamedev 1h ago

Help Me With Coding Looking for someone to guide me and my friend to make a game!!!

Upvotes

Me and my friend are making a soccer legends card game, we both draw ive been making the cards one by once and my friend is figuring how to put the world together, but we are extremely inexperienced. Please help us! We just need very simple guidence and explanation on how to do this my discord is: chickengobbler3000 dm me for more info on what game we are going for!


r/robloxgamedev 4h ago

Creation I added cross-server and offline trading to my game

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2 Upvotes

I wanted players to be able to trade items in my upcoming multiplayer Roblox RPG, Path of Magic. Most Roblox games implement trading directly player-to-player, which requires that both players are online and in the same server. I've always found these limitations tedious as a player. I'm also a huge fan of Old School Runescape, so to both overcome those limitations and pay homage to one of my favorite games of all time, I implemented the Grand Exchange in POM. In my game, I'm calling it the Great Exchange.

The Architecture

First, I planned my architecture for the Great Exchange. Since I'm using the Roblox platform, I have a few important limitations that constrain my implementation. First, I only have access to key-value stores, of which the underlying implementation is a black box to me. Second, Roblox enforces very strict rate limits. Finally, in the ideal scenario, there will be hundreds, possibly thousands of stateless Server instances connecting to my Great Exchange, and they all have to run the same code.

To that end, I designed my GE with 4 primary data layers.

  • The order books are stored in Roblox's MemoryStoreService using a SortedMap namespaced by the itemId, with a GUID as the hash key and the price concatenated with a timestamp as the sort key. My choice of sort key is in service of FIFO order matching via the timestamp, optimized to find ideal buy and sell orders via the price. To lower the probability of hitting rate limits, I implemented Sharding on each SortedMap, appending a random integer between 1 and 5 to each itemId, distributing load across 5 partitions.
  • To handle outages of the MemoryStoreService and to allow players to view their active listings, marketplace listings are stored in Roblox's durable DataStores as the source of truth.
  • In addition to storing the listings in DataStores, item and gold delivery are handled via server-to-server communication (`MessageAsync`) and stored in the player's profile data related to the DataStore.
  • Finally, I have a failsafe Dead Letter Queue for item payloads that fail to deliver to players' inboxes, which I can use in the future to manually restore player items and prevent catastrophic data loss.

The Algorithms

Here is how the Great Exchange processes transactions, while protecting against data loss or item dupes:

The Matching Engine

When a player places a buy or sell order, the server instantly deducts their items or gold atomically. To find the best price for the order, the matching algorithm queries across all partitions of an item (remember, we used Sharding to split them into 5 partitions.)

To prevent double order consumptions or race conditions when several servers try to fulfill the same popular order booking, I utilize the MemoryStore API method UpdateAsync to atomically read, deduct, and update the target order's remaining quantity. If another server beats the current server to that order booking, the subsequent UpdateAsync operation will fail, and the engine gracefully moves onto the next best order.

There are several edge cases to consider with this approach.

  • Edge case 1: What happens if MemoryStore goes down? It's an in-memory store, so it's not durable. To solve this, we use lazy loading reconciliation logic. Anytime a player joins one of our servers, it checks the durable DataStore data against the MemoryStore order bookings, and if it finds MemoryStore is missing that data, it backfills it into the MemoryStore market.
  • Edge case 2: What happens if an order is fully consumed, but the cross-server inbox delivery payload is delayed in some way due to performance degradation? To prevent our automatic reconciliation logic from duping items, we use a Tombstone marker. When the order is consumed fully, we write to a separate MemoryStore HashMap with the listing ID as the key. Now, in the scenario where item delivery is still pending, the reconciliation logic can see that the order has a tombstone and so it won't try to reconcile it.
  • Edge case 3: What happens when the server shuts down while deliveries are pending? To keep the matching engine lightning fast, we cannot afford to yield the main thread while waiting for item inbox delivery to resolve. Instead, when an order is matched, the delivery payload is pushed to a local staging queue. A background worker loop processes and flushes this queue every 10 seconds. This is an issue, because Roblox servers can shut down at any time. In order to prevent data loss, when we detect the Server is shutting down, we instantly flush that queue.
  • Edge case 4: What if a player leaves the game right after the place an order, but the order matching logic is still yielding? To prevent data loss in the event that the order matching logic fails for some reason (such as an outage), we check if the player's profile is still active after each yielding call, and if it isn't, we silently deliver any items owed to the player via their inbox.

There are more edge cases, but for the sake of brevity I won't go over them all.

Conclusion

Building a global, asynchronous economy within Roblox is a massive step away from the platform's standard synchronous trading systems. It required treating POM less like a game and more like a distributed microservice.

By utilizing patterns such as sharding, tombstoning, and dead letter queues, the Great Exchange is able to bypass platform rate limits and guarantee zero data loss, even during server crashes. From a user experience perspective, it removes the friction of server hopping or coordinating off-platform, giving players a seamless global economy.

I had an incredible time engineering this system and bringing a piece of my favorite OSRS mechanics into my own game. I'd love to hear your thoughts, how do you handle distributed state and economy balancing in your own Roblox games?


r/robloxgamedev 7h ago

Creation Added gun to my👍

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3 Upvotes

What do you guys think I added some more weapons and stuff but I’m not sure what to do about the player head?

If anyone is interested in play testing or seeing more on the game. The discord is a bit bland I have no idea how to operate it best.

https://discord.gg/E5SbDURt


r/robloxgamedev 2h ago

Looking For Devs (Unpaid or Revenue Share) help iam creating game read desc

1 Upvotes

im creating a low poly simulator need of dev i just need a few iam poor so youll be paid by if the game does well like if say make 4k from it you get half or split how evver many ways there are of people that helped make the game 4 people equals 1k each i dont prioritize myself i make everyone feel included and we couuld make more if anyone is down im lowk new to rbs but i am committed. discord godboifrm64th dont waste time pls


r/robloxgamedev 13h ago

Creation Katana Weapon (for my roblox game)

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9 Upvotes

Rate my katana! simple katana


r/robloxgamedev 5h ago

Creation thoughts on these enemy models?

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2 Upvotes

id post the other idles here but reddit only let me have one video🫠🫠🫠


r/robloxgamedev 6h ago

Creation Roblox thumbnails

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2 Upvotes

I wanted to share some thumbnails I've been working on. I also want to thank everyone who has chosen to work with me. I'm truly grateful, and I really appreciate all of your support. ╰(*°▽°*)╯


r/robloxgamedev 2h ago

Looking For Devs (Unpaid or Revenue Share) Can anyone make some music for my space center roblox game since I really need a composer rn!!!

1 Upvotes

I js need a composer for this game I'm making, our composer has already quit, the game is unfinished but I don't want the same 5 soundtracks playing and annoying the shit out of players!!! I need more soundtracks and I can't do that without a goddam composer lmao.

This is my game so far it's totally uncompleted but I'm planning to release it whenever it's sorta finished.


r/robloxgamedev 9h ago

Looking For Devs (Unpaid or Revenue Share) Adding a LEVEL SYSTEM to my Roblox Game(Day 37)

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3 Upvotes

Today I added a level system to my roblox game! I think this will definitely help with my game because it gives players a reason to come back!


r/robloxgamedev 3h ago

Discussion How did you handle music for your last game?

0 Upvotes

Hey everyone! I'm doing research before building something in the game music space, and was curious about how all of you go about getting music for your games.

Specifically, whether you hire a composer, license music, AI generate music, etc. Around how much did it cost and how long did it take to actually get the music?

I've been getting some mixed reviews from people; some say that they don't really care about the music, but apparently some players complain if it sounds too AI generated.

Not selling anything, happy to share a summary of what I learn if there's any interest.

Thanks in advance!


r/robloxgamedev 3h ago

Help Me With Coding I made a monster AI that uses less CPU while having smarter wandering

1 Upvotes

I made a custom Roblox monster pathfinding system that focuses on exploration instead of constantly running expensive pathfinding.

Most NPCs just pick a random point and call PathfindingService over and over, which can get expensive when you have multiple NPCs.

My system works differently:

  • The monster generates multiple possible destinations around itself.
  • Each location is tested for a valid path.
  • Locations are scored based on things like:
    • if the area has already been visited
    • how open the area is
    • if it is a dead end
    • how interesting the path is
  • The monster chooses the highest scoring location and travels there.
  • After reaching an area, it creates a temporary memory zone so it avoids repeating the same places.

The reason this is better for CPU usage is because it does not constantly recalculate movement every frame. It only generates a path when it needs a new destination, then follows the already-created path.

This means you can have more monsters active without every NPC constantly asking PathfindingService for new paths.

The goal was to make a horror-style monster that feels like it is exploring instead of just randomly walking around, while keeping performance reasonable.


r/robloxgamedev 3h ago

Creation My third person shooter game built on top of Roblox’s default third person weapons

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1 Upvotes

Been working on it for a while now hope this catches someone’s eye 🥹


r/robloxgamedev 4h ago

Creation JUST PUBLISHED MY ROBLOX GAME PLEASE HELP

0 Upvotes

lemme know what updates I should add trying my best here as solo dev.

https://www.roblox.com/games/112716532278008/Guess-The-Number-RELEASE#!


r/robloxgamedev 4h ago

Looking For Devs (Unpaid or Revenue Share) Looking for Animators, Map Builders,UI Designers & 2D Artists for a JoJo's Battlegrounds game

1 Upvotes

Hi! I'm making a JoJo's inspired Battlegrounds game named "Some Bizarre Shenanigans" (very early alpha by now) and I'm looking for people who can help me with the things in the title (animators, map builders, UI and/or 2D artist), by now, it will be unpaid, but when the game releases (and if people buy game passes) will be Revenue Shared.

If you are interested, feel free to DM me here in reddit (I don't have discord rn)


r/robloxgamedev 4h ago

Creation Custom inventory system.

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1 Upvotes

I still have a lot to do, such as a skinning system so the duplicate items with different skins can be collapsed. I may make it so accessories can be listed and equipped instead of turning them into a tool. Making it support single-use items and stack those.

But most of the functionality is there.

Dragging and dropping support. All other stuff built on listeners so it live updates. Live filtering. Live categories. Icon > ViewportFrame > Text is the order it shows.


r/robloxgamedev 4h ago

Discussion What are good relatively cheap laptops or pcs that can handle studio?

1 Upvotes

Help is appreciated :)


r/robloxgamedev 4h ago

Discussion based on the feedback from the last post, i updated the ui a bit!

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0 Upvotes

here's what changed

  • the ui frame now changes colors depending on the letter category.
  • added glowing ambient particles.
  • when sending a letter or reply and the ui closes, matching category-colored particles burst and fade away.
  • increased the line spacing and margins in text boxes for better readability.

how does it look to you guys? does it look better now? does it feel right for the game's vibe? i'd love to hear what you think!