roblox-growth-design · git:20260823.ea762f2 · 2026-08-23 · sha256 9d7d658055197956
roblox-growth-design git:20260823.ea762f2A
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--- name: roblox-growth-design description: "Use for growth diagnosis, discovery, retention, onboarding, experiments, LiveOps, and packaging." last_reviewed: 2026-08-11 sources: - https://create.roblox.com/docs/discovery - https://create.roblox.com/docs/production/game-design/analytics-essentials - https://create.roblox.com/docs/production/analytics/acquisition - https://create.roblox.com/docs/production/analytics/retention - https://create.roblox.com/docs/production/analytics/engagement - https://create.roblox.com/docs/production/analytics/monetization - https://create.roblox.com/docs/production/experiments - https://create.roblox.com/docs/production/game-design/core-loops - https://create.roblox.com/docs/production/game-design/onboarding - https://create.roblox.com/docs/production/game-design/liveops-planning - https://create.roblox.com/docs/production/game-design/liveops-essentials - https://create.roblox.com/docs/production/game-design/content-updates - https://create.roblox.com/docs/production/game-design/monetization-foundations - https://create.roblox.com/docs/production/game-design/season-pass-design - https://create.roblox.com/docs/production/publishing/experience-icons - https://create.roblox.com/docs/production/publishing/thumbnails - https://create.roblox.com/docs/production/publishing/accessibility - https://create.roblox.com/docs/production/monetization/regional-pricing - https://create.roblox.com/docs/production/monetization/price-optimization - https://devforum.roblox.com/t/boost-your-discovery-by-building-games-people-want-to-play/4779042 - https://qptr.io - https://creatorexchange.io - original --- # Roblox Growth Design ## When to Load Load for growth, discovery, retention, onboarding, packaging, or LiveOps; route implementation to domain skills. ## Quick Reference ### Diagnose before prescribing 1. Ask for dashboard, release, acquisition, and session evidence. Never invent metrics. 2. Find the narrowest broken transition: impression→play, join→control, action→payoff, return, or purchase. 3. Write a falsifiable hypothesis: **If Y changes because evidence Z, X should move without harming G.** 4. Prefer one test with a primary metric, counter-metrics, MDE, and decision rule. 5. Stop for safety, severe regressions, or invalid instrumentation; avoid significance peeking. <!-- temporal: 2026-07 --> ### Home diagnosis - Low Play-Through Rate (PTR, was QPTR): packaging readability, promise accuracy, or audience mismatch. Also check Experience Detail Page CTR. - High First-Play Bounce Rate (negative stat): misleading package/clickbait, join failure, performance, confusing FTUE, or delayed payoff. - Low D1: core loop, onboarding, stability, goals, or first payoff. - Low D7/D30: progression, variety, social value, LiveOps, endgame, or exhaustion. - Low conversion/ARPPU: product fit, value communication, friction, catalog depth, or concentration. - Low 7-day spend days / play days per user: consumables, purchase pathways, or event cadence. These are hypotheses, not one-to-one causes. Segment and test. Per-stat tactics in full.md §3–§6. ### Algorithm hotspots (2026) - Cold traffic: ads are the cheapest, least-qualified players; Home algo ranks the qualified audience. Launch stats look bad on ad players. Don't panic. - Ranking: genre-wide first, then against "experiences with similar players." That second benchmark is the real competition. - Ads do not buy Home placement; meaningful stat-improving updates do. 28-day signals (D1, D2–7, D8–28); updates take days to show. - Beta mode hides a game from Home; tune metrics on cheap ad traffic before opening to the algo. - The 500 highly-engaged-player requirement (official): all-ages games start 16+ only until 500 highly engaged age-checked plays within 60 days. Definition (official, evolving): account tenure + playtime in your game + a purchase anywhere on Roblox in the last 60 days. 100 = publishing-fee refund threshold (separate). Ads serve 16+ automatically. Home impressions accelerate the count fastest. - Experience detail page matters: put your best thumbnails and a gameplay description there; it feeds overall play-through. ### Monetization mental model (practitioner) - Convert valuable one-time game passes into consumables (repeat-purchase dev products): they pump 7-day spend days per user and solve recurring pain. - Products must be must-haves that solve a pain (effort grind, losing progress AFK, FOMO, status). Limiteds with real scarcity outsell unlimited cosmetics. - Place products at points of interest with high foot traffic, and time prompts at the decision moment (e.g., 2x offline earnings at the collect point). - Give players multiple purchase pathways: HUD shop icon, "+" next to currency, and a cash-shop popup after repeated failed buys. - After shipping, check collateral damage: playtime, D1, D7, FTUE, and in-game economy. ### Guardrails Use accurate metadata. Avoid dark patterns, deceptive odds, coercive scarcity, and "whale" targeting. Treat moderation, abuse, accessibility, localization, performance, and economy health as constraints. > Full signal definitions, positioning, FTUE, packaging, social design, monetization mental model, algorithm mechanics, LiveOps, and audit workflow: [references/full.md](references/full.md)