Pricing a Roblox game for sale is one of the most common mistakes developers make. Most ask "what feels fair" or base it on a number they heard in a Discord server. Neither works. Buyers aren't paying for what you think the game is worth — they're paying for the future cash flows they expect to receive.

Here's how a data-driven valuation actually works.

Start with Annual Revenue

The foundation of any game valuation is annual revenue in USD. Convert your monthly Robux earnings to USD using the DevEx rate (~$0.0035 per Robux after Roblox's cut), then multiply by 12.

A game earning 500,000 Robux/month = ~$1,750/month = ~$21,000/year in USD revenue.

Why USD, not Robux? Buyers are paying real money. They need to compare your game against other investments. Always present and value in USD.

Apply a Revenue Multiple

The base multiple is how many years of earnings a buyer is willing to pay upfront. This varies heavily by game size — small games are riskier (one update from Roblox can kill them), so they sell at lower multiples.

Annual Revenue (USD)Typical Base Multiple
Under $1,0000.6 – 0.9x
$1,000 – $5,0001.0 – 1.3x
$5,000 – $20,0001.4 – 1.7x
$20,000 – $50,0001.6 – 2.0x
$50,000+1.8 – 2.5x

Bloxburg reportedly sold for roughly 2.5x annual revenue. Most mid-tier games (under $20K/year) settle at 1.2–1.5x. Anything above 3x is rare and usually requires exceptional retention metrics or exclusive IP.

Quality Adjustments

The base multiple gets adjusted up or down based on several quality signals:

Like Ratio

An 85%+ like ratio signals a game that players genuinely enjoy — lower churn, more organic word-of-mouth. This can add a 15–20% premium. Below 50% is a red flag; buyers will heavily discount.

DAU/MAU Retention

Daily Active Users divided by Monthly Active Users measures how sticky the game is. A ratio of 0.30+ means players are coming back daily — that's a high-quality game. Under 0.05 means most players tried it once and left.

Age of the Game

Games that have been running profitably for 3+ years prove longevity. Newer games, even with good numbers, carry more uncertainty. Age is worth a 5–20% premium.

Total Visits (Scale)

Games with 100M+ visits have brand equity and algorithmic placement. That matters to buyers building a portfolio — they're not just buying revenue, they're buying reach.

Genre

Simulators and tycoons monetize better than obbies. Genre affects both the revenue multiple and the buyer pool. See our genre breakdown guide for the full picture.

Common Mistakes Sellers Make

The Range, Not a Single Number

A good valuation always produces a low, mid, and high estimate. The mid is your fair market value. The low is what a motivated seller might accept. The high is what you might achieve with competitive bidding from multiple buyers.

Pricing at the high end alone means your listing sits for months. Pricing at the mid gives you room to negotiate while still getting fair value.

Use our free tool. The RoValuate Tool runs all of these calculations automatically using your game's actual data from Roblox. It takes about 2 minutes and gives you a certificate you can attach to your listing.

Summary

  1. Convert monthly Robux to annual USD revenue
  2. Apply a base multiple based on revenue tier (0.6x – 2.0x)
  3. Adjust for like ratio, retention, age, scale, and genre
  4. Cap the multiple at 3x unless you have genuinely exceptional metrics
  5. Present a low/mid/high range, not a single number

Get your game valued in 2 minutes

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