Roblox UGC rules in 2026: the published fees, splits and requirements
What Roblox documents about publishing UGC items — upload fees, publishing advances by item type, the progressive revenue share, resale splits and seller requirements.
Conversations about branded items on Roblox tend to stay abstract, while the decision comes down to specific amounts and percentages. Here is what the platform documents, without rounding or paraphrase.
Requirements to sell
Identity verification: a government ID check or a linked parental account. Without it you can make an item but not sell one.
Publishing costs
Upload. 80 Robux per submission.
Publishing advance. Non-refundable, by item type:
| Item type | Advance |
|---|---|
| Classic clothing: t-shirts, shirts, trousers | 10 Robux |
| Most accessories | 600 Robux |
| Hair, neck, shoulder, back, front, waist | 1,000 Robux |
| Hat, face, head, emotes | 1,500 Robux |
| Body | 2,500 Robux |
Paid limited items carry higher advances, from 5,000 to 20,000 Robux by type. Free limited items incur a per-unit fee, which the platform keeps in full.
Revenue splits
Catalogue purchase. The creator’s base share is 30%. A progressive scale then applies, tied to how far the price sits above the category floor: 37% at 1.3× the floor, 50% at 2×, and roughly 70% at 5× and above.
The practical read: a cheap item gives almost everything to the platform, so the money is made by positioning above the floor rather than by volume.
In-experience purchase. 30% to the item creator, 40% to the game owner.
Resale of a limited item. 10% to the creator, 50% to the reseller, 10% to the seller or affiliate, 30% to the platform.
What the documentation does not promise
Roblox publishes no guaranteed moderation turnaround. Timing an item release tightly against a campaign date carries risk — leave slack, and have a plan for a rejected first submission.
What this means for a brand
The cost of publishing is small against any marketing budget: even the top row of that table is a few thousand Robux. The real spend sits elsewhere — modelling, meeting catalogue requirements, and above all the traffic that brings people to the item.
Which is why items almost always work as part of an activation with a world or a media campaign behind it. A standalone item in the catalogue lives exactly as long as somebody is searching for it.
Branded UGC: the ad your audience chooses to wear
Every other format on this platform stops the moment you stop paying. An avatar item a player likes keeps travelling with them — into worlds you have no relationship with, in front of friends you never targeted.