Branded world
Your own always-on experience. The most expensive to start and the only format that keeps compounding: players return without you paying for the visit again.
Brand activation
The usual activation goes live, spikes for a week, and is a dead server by the time the wrap deck is circulated. That is a design failure, not a platform limit — and it is avoidable.
Four shapes, picked by what the brand actually needs — not by what is easiest to sell.
Your own always-on experience. The most expensive to start and the only format that keeps compounding: players return without you paying for the visit again.
A dated moment — launch, drop, concert, tournament — built into an experience that already has an audience, so you are not also solving discovery from zero.
Branded avatar items released into the platform. Cheapest entry point, and the only format where the audience wears your brand across worlds you do not own.
Working with experiences and creators that already hold the audience you want, instead of building a world and hoping it gets found.
The difference between an activation and a press release.
Designed before launch: progression, rewards, social play — whatever makes tomorrow better than today for the player. Without it, week two is empty by arithmetic.
Discovery on Roblox is not free. Creator seeding, platform ads and cross-promotion are planned into the flight, not improvised when the numbers disappoint.
First-week data tells you where players quit. We fix that in days, while the audience is still arriving, rather than writing it up as a learning.
Seasonal updates and events. Lenta’s worlds kept running — and kept gaining visits — after the campaign budget was switched off.
Takeovers & rush work
Send a live Roblox experience with someone else’s code in it. We read that code, fix what is broken, add what you need and publish the update. Deadline was yesterday? Say so in the first message and we plan around it.
Send us the game linkWe take over an existing place — other people’s Luau, other people’s structure — audit it in a few days and keep shipping from there. A rebuild happens only when the audit shows it costs less than the patching.
Events, new mechanics, seasonal drops, balance and monetisation patches — published to a game that stays online while players are in it.
Tell us the date first. We scope backwards from it and answer plainly what fits: a sprint, a weekend, or an overnight hotfix. Small updates go out the same day.
Same terms as any other work: fixed scope, fixed price, the numbers agreed before the first commit.
Retail, media and education. Public cases only.
Not in impressions. Visits, average session length, return rate and completion of whatever in-world action maps to your business goal. A 25-minute session is not comparable to a 2-second view, and pretending otherwise is how brands end up disappointed.
Ads buy reach and stop when the budget stops. A world is an asset that keeps working. The realistic pattern is a pilot world plus ads to feed it — ads alone teleport unqualified players in, and they leave immediately.
That is the question the format is designed around. Worlds stay up and keep accruing visits; UGC items keep being worn. If a partner wants the world switched off at flight end, we will build to that, but it is leaving the value on the table.
Increasingly yes for adults too — the platform skews older every year — but this is exactly what the fit workshop settles, with data, before you commit. Sometimes the answer is no.
Yes. Roblox is one global platform, and we work in 11 languages, so a single world can serve several markets with localised content instead of a separate build per country.
If there is a launch, a season or a moment behind this, tell us when — the format follows from the calendar and the audience, not the other way round.
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