The core loop
A simple, well-tuned loop costs a fraction of a systems-heavy game with an economy, progression and matchmaking. This is the single biggest lever, and it is decided in week one.
Cost
Real ranges, published: a pilot runs $5,000–20,000, a full branded world $30,000–250,000. Where a project lands inside those brackets comes down to four things, and you can size your budget against them before talking to anyone.
Everything else is rounding.
A simple, well-tuned loop costs a fraction of a systems-heavy game with an economy, progression and matchmaking. This is the single biggest lever, and it is decided in week one.
Kitbashed environments are cheap and look it. Bespoke modelling that reads as your brand is the line item that grows fastest — and the one where restraint buys you the most.
Each branded wearable is its own design, modelling, rigging and moderation pass. Three items cost roughly three times one; there is no volume discount hiding here.
A launch is a project; staying alive is a subscription. Six months of seasonal updates can exceed the original build, and it is also what separates worlds that compound from worlds that flatline.
Discovery is not free. Creator seeding and platform ads are a real line, and a build with no launch budget behind it usually underperforms a smaller build that had one.
One world can serve many markets — far cheaper than a build per country. We work in 11 languages, and translation is a fraction of a rebuild.
Two weeks from first call to a figure you can take to finance.
Audience, goal, and whether Roblox is the right channel. If it is not, you get told, and this is where it stops.
The mechanic gets specified in enough detail to be estimated. Most cost surprises trace back to skipping this and pricing a vibe.
Feature list, art volume, UGC count and live-ops window, priced as line items you can cut individually rather than one lump sum.
Where the budget is uncertain, we scope a pilot that proves the loop with real players before the full number is committed.
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.
Public cases. Visit counts read from the Roblox API, not a deck.
A scoped pilot with one solid loop runs $5,000–20,000. A full branded world — custom art, UGC, live-ops, several markets — runs $30,000–250,000. The spread inside that second bracket is real and comes down to the loop, the art volume and how long you want the world kept alive, which is why the exact figure follows the scoping session rather than preceding it.
Because the same brief can differ tenfold depending on the mechanic, so a single figure is either padded for the worst case or a hook revised upward after scoping. Ranges are the honest middle ground — ours are on this page, and they are the ones we actually work within.
A UGC drop or a scoped pilot world. Both give you real behavioural data at a fraction of a full build, and both are legitimate stopping points if the data says no.
Live-ops, moderation and traffic. Roblox itself takes its platform cut on any in-experience monetisation, but for brand worlds the recurring cost that matters is the content cadence keeping the world alive.
That is the model we recommend. Pilot, read the telemetry, then build out what the data justified — rather than committing the full budget to assumptions.
Bring the brief and the constraint. We will scope against the constraint rather than pricing a fantasy and negotiating down.
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