Install
$ agentstack add skill-codephobiia-claude-roblox-game-studio-monetization-model ✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
About
/monetization-model — Monetization Design Workflow
Delegate to: monetization-lead (with economy-designer for currency flow)
Steps
1. Context Gathering
Ask:
- "What game stage are we in?" (pre-launch / launched / live-ops)
- "What's the player audience skew?" (age, platform)
- "What are the creative pillars? (can't contradict them)"
- "What's the target: revenue, retention, engagement?"
2. Ethical Review (NON-NEGOTIABLE)
Before designing, confirm:
- [ ] No loot boxes with real-money purchase (Roblox ToS)
- [ ] No pay-to-win that makes F2P feel unable to compete
- [ ] No FOMO targeting young players
- [ ] No misleading pricing
- [ ] Free players have a complete, enjoyable experience
3. Design the Catalog
GamePasses (permanent purchases)
For each proposed GamePass:
- Name
- Price (Robux) — use clean values: 49, 99, 199, 299, 499, 799, 999, 1499, 2499
- What it grants
- Target player type (new player / mid game / whale)
- Pay-to-win check
Example: | Name | Price | Grants | Target | P2W? | |------|-------|--------|--------|------| | VIP | 499 | Chat color, +5% coins, VIP room | Engaged player | No | | Double Inventory | 299 | 2x inventory slots | Mid-game | No | | Auto-Farm | 799 | Passive resource generation | Whale | Borderline — balance |
DevProducts (consumable purchases)
For each proposed DevProduct:
- Name
- Price (Robux)
- What it grants
- How often players buy (expected frequency)
- Is it pay-to-win?
Example: | Name | Price | Grants | Frequency | P2W? | |------|-------|--------|-----------|------| | 1000 Gems | 99 | 1000 premium currency | Variable | No (gems buy cosmetics) | | Revive Token | 25 | Revive at death | Per-death | Soft | | XP Boost 2x 1hr | 49 | 2x XP for 1 hour | Occasional | Soft |
4. Pricing Strategy
- Entry Price Point: At least one item at 25-49 R$ (almost everyone has this)
- Mid Tier: 199-499 R$ (engaged players)
- Premium: 999+ R$ (whales)
- Comparable Items: Reference 3-5 successful similar Roblox games' pricing
5. Funnel Design
How does a player discover and decide to buy?
- Touchpoint 1: First mention (tutorial hint, menu badge, etc.)
- Touchpoint 2: Consideration (shop browse, see other players using)
- Touchpoint 3: Decision (purchase prompt with clear value proposition)
- Touchpoint 4: Post-purchase reinforcement (confirmation, immediate use)
6. Revenue Projection
Rough model:
DAU × Conversion Rate × Avg Purchase × Dev Exchange = Revenue
1000 DAU × 3% × 300 R$ × $0.0035 = $31.50/day from conversions
7. Generate Plan Document
Save to design/monetization-plan.md using .claude/docs/templates/monetization-plan-template.md.
Output
Present the full plan for user review and approval. Never implement changes without explicit sign-off.
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: CodePhobiia
- Source: CodePhobiia/claude-roblox-game-studio
- License: MIT
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.