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Monetization Model

skill-codephobiia-claude-roblox-game-studio-monetization-model · by CodePhobiia

Guides through designing or auditing the monetization model. Creates GamePass/DevProduct catalog, pricing strategy, and revenue projections.

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$ agentstack add skill-codephobiia-claude-roblox-game-studio-monetization-model

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No 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.

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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.

Install and usage instructions live in the source repository linked above.

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Versions

  • v0.1.0 Imported from the upstream source.