What actually drives the price
Cost on Roblox is driven by systems, not by art volume. A game with one loop and a simple shop is cheap to build and cheap to run. Every additional persistent system — progression, trading, matchmaking, seasonal content, an economy with real sinks — multiplies engineering and QA time.
- Number of persistent server-authoritative systems
- Economy depth: currencies, sinks, premium bundles, trading
- Mobile performance targets — most Roblox traffic is phones
- Whether you need original art and animation or can use a stylised kit
- Live-ops after launch: content cadence, moderation, events
