How to choose a Roblox agency: 12 questions to ask before you sign
A buyer's checklist for picking a Roblox agency — what proof to demand, which numbers you can verify yourself, and the answers that should end the conversation.
Every studio pitching you a Roblox project shows the same deck: glossy renders, a logo wall, a slide about Gen Z. Renders cost a designer two days and prove nothing about whether anyone played the thing. The good news is that Roblox is unusually transparent — most of what a studio claims can be checked from your own laptop in ten minutes. Here is what to ask, and what to look up yourself.
Proof of work
1. Send me the live links, not the screenshots. Every shipped world has a public Roblox page. If a studio shows you a case with no URL, the world either never launched or launched and died. Both are worth knowing.
2. What are the visits and favourites on each of those worlds? Both numbers sit on the public game page. Visits tell you whether anyone arrived; favourites tell you whether anyone wanted to come back. A world with 300,000 visits and 40 favourites was bought traffic, not built audience. For reference, one of the worlds we run for Lenta sits at 1.67 million visits and 184,000 favourites — that ratio is the thing to look at, not the raw number.
3. When was it last updated? The game page shows it. A branded world that has not been touched in eight months is a billboard the brand is still paying hosting for.
4. Which parts did you actually build? Agencies subcontract. Ask who wrote the code, who did the 3D, who ran the launch. You want to know whether the team in the room is the team on the keyboard.
Scope and money
5. What does this price include, and what is billed later? A build quote that omits live-ops means the world ships and then quietly rots. Ask for the twelve-month number, not the launch number.
6. Can we start with a pilot? A studio confident in its own work will happily build one mechanic for a small budget to prove the audience shows up. One that insists on a flagship build from day one is managing its own cash flow, not your risk.
7. Who owns the place, the code, and the assets when we are done? Get this in writing. Ownership of the Roblox experience itself matters most — if it lives on the agency’s account, your world is hostage.
8. What happens if it underperforms? Listen for a concrete plan — what gets changed, how fast, at whose cost. Vague reassurance here usually means there is no live-ops muscle behind the pitch.
Launch and discovery
9. How will players find it? This is where most branded worlds fail. Roblox discovery favours retention and session length, so a world nobody stays in will not be recommended no matter what you spend. Ask what the plan is beyond a press release: creator collaborations, paid placement, portal ads, an existing world to teleport from.
10. Have you run Roblox ads before, and which formats? The platform sells image ads, autoplay and click-to-play video, and portal ads that teleport a player straight into your experience. An agency that cannot explain how those differ has never bought them.
Safety and measurement
11. How do you handle moderation and age compliance? Roblox has tightened this hard through 2026, and a brand world carries brand risk. Ask about chat settings, user-generated content inside the world, and who watches it after launch.
12. What will you report, and how often? Ask for the exact metric list before signing. Visits, unique players, average session time, day-one and day-seven return rate, and whatever business event you actually care about — a code redeemed, a form filled, a product page opened. If a studio only offers visits, it is planning to report the number that is easiest to inflate.
Three answers that should end the meeting
“We can get you featured on the Roblox front page.” Nobody sells that. Discovery responds to player behaviour, and any agency promising placement is either confused or lying.
“We guarantee X million visits.” Visits can be bought, and bought visits leave in forty seconds. A guarantee on that number tells you exactly how the budget will be spent.
A price before the scope. If a studio quotes you a figure in the first call, the figure is about their capacity this quarter. The build we are describing has a real range — a single-mechanic pilot runs roughly $5,000 to $20,000, a full branded world $30,000 to $250,000 — and where you land inside that depends on integrations, zones, and how many markets go live at once. Any honest number arrives after the scope conversation, not before it.
Do the ten-minute check yourself
Before the second meeting, open every case link they sent. Look at visits, favourites, update dates, and the ratings bar. Then open the studio’s own Roblox group and see what it has shipped that was not a client project. Ten minutes of this will tell you more than the deck did in an hour, and it costs you nothing.
A Roblox marketing agency that ships worlds, not decks
Most agencies sell you a Roblox strategy and hand the build to someone else. We do both, and we are judged on the same number you are: how many people showed up and how long they stayed.