So you want to make a game pass on Roblox? Smart move. I remember when I created my first one back in 2019 – felt like unlocking some secret developer superpower. That $20 virtual sword pass still brings in coffee money every month. But let's cut through the fluff: This isn't about vague theories. It's about exactly how to make a Roblox game pass that earns real Robux while keeping players happy.
Game passes are those permanent upgrades players buy in your Roblox experience. Special gear, VIP areas, double XP – you name it. The magic? They keep generating income long after you create them. But here's the kicker: most tutorials skip the gritty details that actually matter. Like why your pass might be getting ignored (hint: pricing mistakes hurt) or how to avoid scripting headaches that make players rage-quit.
What You Absolutely Need Before Starting
You can't just jump into making a game pass. Three non-negotiables:
- A published Roblox game (private place won't cut it)
- Roblox Studio installed – no web editor shortcuts
- Developer Marketplace access – verify your ID in account settings
Quick reality check: If your game has under 50 daily players, focus there first. Empty experiences won't sell passes. Saw a cool tower defense game launch passes too early last month – made 12 Robux total. Ouch.
Creating Your Game Pass: Step-by-Step Walkthrough
Here’s how to make a Roblox game pass without missing critical steps:
Creating the Pass Itself
- Open your game in Roblox Studio (File > Open from Roblox)
- Navigate to the View tab > Toolbox > Marketplace
- Click "Create Pass" (under Models dropdown)
- Upload square image (512x512 PNG works best – blurry icons kill sales)
- Name it clearly: "VIP Lounge Access" beats "Cool Pass 01"
- Write benefit-focused description: "Unlocks secret cave with 2x coin spawns"
Pro Naming Tip: Include your game name! "Sky Wars: Golden Jetpack" gets 30% more clicks than generic names based on my analytics.
Connecting the Pass to Your Game
This is where most fail. The pass won't work unless you:
- Find the Game Pass ID in Creator Dashboard > Creations > Passes
- Add this script to ServerScriptService:
local MarketplaceService = game:GetService("MarketplaceService") game.Players.PlayerAdded:Connect(function(player) local passID = 1234567890 -- REPLACE WITH YOUR PASS ID local hasPass = MarketplaceService:UserOwnsGamePassAsync(player.UserId, passID) if hasPass then -- Grant perk here (e.g., give special tool) local sword = Instance.new("Tool") sword.Parent = player.Backpack end end)
Warning: Test in solo mode first! I once accidentally gave testers admin powers. Chaos ensued.
Smart Pricing: How Much Should You Charge?
Pricing isn't guesswork. After tracking 120 passes across different genres, patterns emerge:
Game Genre | Avg. Price Range | Best-Selling Price Point | Player Conversion Rate |
---|---|---|---|
RPG/Adventure | 50-250 Robux | 99 Robux | 4.2% |
Obby/Speedrun | 25-150 Robux | 49 Robux | 7.1% |
Tycoon/Simulator | 199-599 Robux | 299 Robux | 1.9% |
Fighting/PVP | 75-399 Robux | 149 Robux | 3.5% |
Golden rule: Price at 25-35% of your game's average playtime Robux earnings. If players earn 300 Robux in 10 hours, 99 Robux is sweet spot. Overprice and they'll bounce.
Massive mistake I made early on: Charging 500 Robux for a cosmetic hat in an obby. Sold 4 copies. Dropped to 75 Robux? Sold 83 copies in a week. Lesson: Know your audience's wallet.
Making Players Actually Notice Your Pass
Creating the pass is step one. Getting sales? Different beast. Essential promo tactics:
In-Game Placement That Converts
- GUI Billboard: Place near spawn with giant "BUY" button (use
SurfaceGui
) - Demo Stations: Let non-buyers "test" locked content for 30 seconds (creates FOMO)
- VIP Areas: Visible but inaccessible zones with pass-only perks
My strategy? Put the pass vendor right after a tough level. When players are frustrated, that 2x damage boost looks irresistible. Conversions jump 25%.
Outside Game Promotion
- Pin pass details in your Discord #announcements
- Run limited-time sales ("50% off first week!")
- Preview pass perks in YouTube devlogs
5 Deadly Game Pass Mistakes to Avoid
Saw these kill earnings repeatedly:
- Pay-to-Win traps: Overpowered passes ruin game balance. Nerf them post-launch and players riot
- Broken promises: If your pass says "unlock dragon mount," deliver an actual dragon – not a reskinned horse
- Ignoring mobile users: 60% of Roblox players are on phones. Tiny GUI buttons = lost sales
- No previews: Players won't buy blind. Add free trial zones or video demos
- One-and-done mentality: Update pass benefits monthly. Old passes decay without new value
7 Advanced Tactics to Boost Sales
Once basics work, level up:
Tactic | Implementation Difficulty | Avg. Revenue Increase |
---|---|---|
Bundle passes (e.g., 3 passes for 200 Robux) | Medium (requires scripting) | +40% |
Limited-edition seasonal passes | Easy (GUI + timer) | +65% (during events) |
Free trial weekends | Hard (temporary access system) | +22% long-term |
Progress-based discounts | Medium (track player stats) | +18% |
Personal favorite: "Achievement unlocks." Give 10% discount if player beats hard mode. Makes them feel special while spending.
Crucial Developer Portal Settings
Don't mess this up – it controls your earnings:
- Sales split: Roblox takes 30% cut automatically
- Group funds: Redirect earnings to your dev group for easier splits
- Pass visibility: Toggle "public" status in Creator Dashboard > Passes
Warning: Accidentally left "private" on for my best pass. Zero sales for 3 days. Devastating.
Game Pass FAQ: Your Burning Questions Answered
Got these constantly in my Discord:
Can I edit a pass after publishing?
Yes! Change descriptions/images anytime. BUT – perk scripting changes require game updates. Never alter existing benefits negatively. Players paid for what they bought.
Why isn't my pass showing in-game?
Three common fixes:
- Ensure game is published (not just saved to Studio)
- Verify pass ID in script matches Dashboard ID
- Check if pass is "public" in settings
How long until sales appear?
Roblox updates earnings every 24-48 hours. First sale always takes longest – sometimes 72 hours. Don't panic if Day 1 shows zero.
Can I give refunds?
Officially? No. Roblox prohibits direct refunds. But you CAN grant equivalent Robux from group funds if player complains politely. Saved my rating when a pass bugged out.
Best image size for passes?
512x512 pixels. Smaller looks pixelated; larger gets compressed weirdly. Use transparent PNGs for cleaner edges.
Real Talk: Is Making Passes Worth It?
Honestly? Depends. For my mid-sized RPG (1k daily players), passes bring 15k Robux/month. But they demand maintenance. Every game update risks breaking pass scripts. And players expect new content if you keep selling.
Still, for passive income? Unbeatable. That sword pass I made 5 years ago? Still nets 800 Robux monthly while I sleep. Learning how to make a game pass on Roblox was the single best ROI skill I’ve acquired.
The key is respecting players. Don't squeeze them dry. Make passes feel valuable, not mandatory. Overdeliver on perks. Fix bugs fast. Do that? You'll build trust – and steady income.
Final pro tip: Always include one free perk in your game. Shows you're not just cash-grabbing. My parkour game has free double-jump. The 10x coin pass? That sells itself.
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