Tycoon worlds
The player builds your factory: lines, workshops, packaging. Retention is built into the genre — people come back to finish what they started, and every session walks them through the production chain of your brand.
Roblox for FMCG
Food and candy brands have an unfair advantage on Roblox: the product itself is a game mechanic. Factories want to be built, recipes want to be mixed, and the audience literally consumes the category every day.
Genre is the message: the mechanic should walk the player through your product, not past it.
The player builds your factory: lines, workshops, packaging. Retention is built into the genre — people come back to finish what they started, and every session walks them through the production chain of your brand.
Collect ingredients, mix flavours, unlock products. A child who has "made" your chocolate knows more about it than any 15-second spot could teach.
Codes on packaging redeemed in-game, in-game achievements unlocking real coupons. The loop between shelf and screen runs both directions.
Faster than retail — no POS integration on the critical path.
We map your product story to a genre: production story → tycoon, flavour variety → crafting, impulse category → collection mechanics with daily rewards.
Full production in Roblox Studio with monetisation and analytics wired in before launch. A pilot mechanic ships in weeks.
New flavours and seasonal editions become content drops. The world stays alive between campaigns instead of dying with the media flight.
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.
Grocery retail and FMCG production stories, each with public visit numbers.
For food, kids are rarely just the audience — they are the household’s request engine. Fast food understood this first: McDonald’s and Chipotle have run years of Roblox activations precisely because a child’s "can we go there" converts the same week, unlike a car ad that converts in a generation.
An obby borrows attention; a tycoon invests it. Players return to a tycoon to continue building, which means repeat sessions inside your production story. Our chocolate-factory world crossed 200,000 visits on exactly that loop.
A pilot with one mechanic runs $5,000–20,000; a full world $30,000–250,000. For FMCG we usually recommend starting with the pilot tycoon and extending it with product drops.
Tell us the category and the shelf story; we will answer with a genre and a number it can reach.
Discuss an FMCG world