Insights
Practical notes on growing Roblox games: advertising, onboarding, diagnosis and LiveOps. Written to be used, not to rank.
Featured
Why High CTR Doesn’t Always Mean Good Roblox Ads
CTR measures clicks. Acquisition is about the players who arrive, and what each one costs.
4 min readGrowthA Better Way to Diagnose a Roblox Game’s Growth
Low CCU is a symptom. The funnel shows where the cause is.
4 min readAcquisitionsHow to Decide Whether a Roblox Game Is Worth Acquiring
Concurrent players is the visible part. The things that decide the outcome are mostly not on that graph.
3 min readAdvertising
Why High CTR Doesn’t Always Mean Good Roblox Ads
CTR measures clicks. Acquisition is about the players who arrive, and what each one costs.
4 min readAdvertisingHow to Test Roblox Thumbnails Properly
Controlled iteration beats redesigning everything every few days.
4 min readAdvertisingYour Ads Are Working. Your Game Isn’t.
A strong campaign sends players to a game. It cannot make them stay.
3 min readAdvertisingHow to Know When to Stop Advertising a Roblox Game
Ads should amplify a funnel that works. When it does not, stop and diagnose.
3 min readAdvertisingWhat to Fix Before Spending Another Robux on Ads
Ads amplify the experience that already exists. They do not repair it.
3 min readGrowth
The First 30 Seconds Matter
The ad makes a promise. The first session either keeps it or doesn’t.
3 min readGrowthA Better Way to Diagnose a Roblox Game’s Growth
Low CCU is a symptom. The funnel shows where the cause is.
4 min readGrowthYour Game Has Players, But They Don’t Come Back
Retention is a symptom with several possible causes. Find which one you have before you build anything.
3 min readGrowthYour Players Aren’t Bored. They’re Lost.
Boredom and confusion look the same in a retention chart and need opposite fixes.
3 min readGrowthWhy Your Roblox Game Feels Empty With 100 Players
Players judge a game by who they can see, not by your concurrent total.
3 min readGrowthYour Game Doesn’t Need More Features. It Needs More Reasons to Play Again.
Replayability is about motivation to return, not about how much there is to see.
3 min readGrowthThe Most Dangerous Roblox Metric to Obsess Over
CCU is useful. It becomes dangerous when it is the only number anyone watches.
3 min readGrowthHow to Tell If a Game’s Growth Is Real
A rising graph might be an audience or might be a loan. Check what happens when the source goes away.
3 min readLiveOps
How to Iterate on a Roblox Experience
A loop you can repeat beats a list of ideas you try at random.
4 min readLiveOpsWhen More Content Makes Your Roblox Game Worse
Content is not the problem. Content that solves no player problem is.
3 min readLiveOpsThe Update You’ve Been Planning for 3 Months Might Be the Wrong Update
Big updates are chosen by momentum. They should be chosen by evidence.
3 min readLiveOpsPlayers Are Complaining About the Wrong Problem
A request is a symptom report. Treat it as a lead, not a specification.
3 min readLiveOpsYour Game’s Economy Is Probably Telling You What’s Broken
How players earn, spend and hoard is behaviour data. Read it like a diagnostic.
3 min readLiveOpsWhat to Do When an Update Kills Your Retention
Before you roll back or rewrite, find out whether the update was the cause.
3 min readLiveOpsThe Cost of Every New System You Add to a Live Game
Shipping a system is the cheap part. Operating it is the long part.
3 min readAcquisitions
The Difference Between a Dead Game and a Sleeping Game
Low CCU has many causes. Only some of them mean the game is finished.
3 min readAcquisitionsDon’t Relaunch a Dead Roblox Game Until You Know Why It Died
A new thumbnail and a budget is not a plan. The cause of the decline is the plan.
3 min readAcquisitionsHow to Decide Whether a Roblox Game Is Worth Acquiring
Concurrent players is the visible part. The things that decide the outcome are mostly not on that graph.
3 min readAcquisitionsThe Game Has Potential. That’s Not Enough.
Potential is a statement about the future. Investment needs evidence from the present.
3 min readEngineering
Why Roblox Games Become Slower as They Grow
What works for 20 players often fails for 100 because of how the work scales, not because the code was bad.
3 min readEngineeringWhy Optimizing One System Can Break Another
Performance work changes behaviour. Other systems may have been relying on the old behaviour.
3 min readEngineeringWhen to Rewrite a Roblox System and When to Leave It Alone
Rewrites are tempting because the old code is unpleasant. That is not enough of a reason.
3 min readEngineeringWhy Technical Debt Becomes a LiveOps Problem
Debt is an engineering matter until it slows what players actually receive.
3 min readNo insights match that search.
How we think about a game
- BuildOriginal experiences
- LaunchpadPartner ideas
- AcquireProven games
- OperateRun them well
- GrowMeasure, then improve
