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How Much Do Roblox Games Sell For?

7 min readLast reviewed July 13, 2026
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The short answer

There is no reliable public average completed-sale price for Roblox games. Blue Lock: Rivals was reported above $3 million in 2025, while Brookhaven's terms were undisclosed and its nine-figure number is an analyst estimate. Romarket's calculator uses disclosed 6x-14x monthly-revenue assumptions, not observed market averages or completed-sale comps.

There is no reliable public average sale price for Roblox games. Public transaction terms are sparse and non-representative; many deals are private, and figures reaching the press may be estimates or remain unconfirmed by the buyer and seller.

What you can do is read reported deals with their caveats, inspect an individual game's evidence, and use a transparent model only as a starting point for negotiation.

Reported deals#

The current acquisition wave is recent. Roblox made experience ownership transfer free and self-service in December 2024, documented on the Creator Hub, and within months studios were buying hit games from often-teenage solo developers at pace.

7 of 15

Top-earning games sold

By June 2025, per Naavik analysis in Bloomberg

$3M+

Blue Lock: Rivals

Reported by Bloomberg, 2025

~$100M

Brookhaven estimate

InvestGame estimate; terms undisclosed

$200

Romarket listing floor

A product rule, not a sale-price average

Bloomberg's July 2025 report on the Roblox "game-buying frenzy" quantified the wave: per analyst David Taylor of Naavik, by June 2025 seven of Roblox's top 15 earning games had been sold to larger studios.

These are the most-cited deals, with the reported figures and where they come from:

GameReported priceBuyerSource / year
Brookhaven RPTerms undisclosed; estimated above $100 millionVoldexBloomberg (deal), InvestGame (estimate), 2025
Welcome to BloxburgReported at about $100 million; never officially confirmedEmbracer GroupTrade press 2022; referenced in Bloomberg's 2025 coverage
Blue Lock: RivalsReported at more than $3 millionDo Big StudiosBloomberg, 2025
Grow a GardenStake sales, terms undisclosedSplitting Point, then Do Big StudiosBloomberg, 2025

Read the table with its caveats attached. Bloomberg explicitly reported that Brookhaven's terms were not disclosed; the "above $100 million" figure is an analyst estimate from deal tracker InvestGame, anchored partly on the fact that Welcome to Bloxburg, with less than half of Brookhaven's audience, had reportedly fetched about $100 million from Embracer Group in 2022. The Bloxburg price itself was never confirmed by either party. It surfaced through community reporting and trademark filings. And Grow a Garden, the farming game that drew over 21 million simultaneous players in mid-2025 (more than Fortnite), sold stakes first to Splitting Point and then to Do Big Studios, both for undisclosed sums.

Blue Lock: Rivals is the most instructive deal for a working developer. Per Bloomberg, a 19-year-old built the anime soccer game in about three months, watched it pass 1 million concurrent players, and sold it in March 2025 for a reported $3 million-plus to Do Big Studios, at a time when the game was generating roughly $5 million a month in player purchases. Keep in mind that player spending is gross platform bookings, not the developer's take; Roblox collects its share before anything reaches the creator. Even so, the shape of the deal says something real. A record-setting hit at peak traded for a price, not a fantasy number.

What the table cannot show is the undisclosed market. Private transactions cannot establish a public average, and the press-reported outliers above do not validate a pricing rule for a typical experience.

Romarket's model and the factors buyers evaluate#

A buyer is evaluating what the transferred asset may produce and what it will cost and risk to operate. Revenue quality, retention, IP ownership, creator dependency, and asset scope can all affect that judgment, but none maps to a guaranteed price.

Romarket's free valuation calculator version 1.0 publishes these assumptions for monthly USD revenue:

GenreRomarket model assumption
Roleplay14x
Tycoon12x
Simulator10x
Fighting8x
Obby6x

The values are directional model inputs. They were not derived from a representative completed-sale dataset, should not be called typical genre multiples, and may be wrong for an individual game. The full formula, advanced-mode thresholds, calibration sample, and limitations are in the metrics and valuation methodology.

Retention comes before everything#

D1, D7, and D30 retention help a buyer evaluate whether recent activity persists. Two games with identical current revenue can present different risks if one retains players and the other relies on a continuing stream of new traffic. Exported retention curves give a buyer more checkable evidence than an unsupported description, but they do not guarantee a particular offer.

Revenue trend beats revenue peak#

A careful buyer may normalize update spikes, creator campaigns, or seasonal events rather than extrapolate the best month. Use a consistent trailing period and explain material changes. A stable six-month series and a one-month peak are different evidence even when their latest month matches.

Why the model uses genre#

Version 1.0 uses genre as a coarse proxy for engagement durability. It assigns higher assumptions to roleplay, tycoon, and simulator experiences and lower assumptions to fighting games and obbies. That is a model design choice, not a measured claim that every roleplay game is more durable than every obby; the experience's own retention and operating history matter more.

Creator dependency, IP cleanliness, platform risk#

Three more areas a buyer may examine:

  • Creator dependency. If momentum depends on the seller's update cadence, community presence, or undocumented systems, the buyer inherits operating work and key-person risk. Documentation and transferable workflows make that risk easier to assess.
  • IP cleanliness. Unlicensed music, missing contractor assignments, copied assets, or third-party branding can create claims or takedown risk. A buyer should verify ownership and transfer rights rather than assume them.
  • Platform risk. Roblox policy, discovery, and moderation changes can affect an experience. The calculator does not quantify this risk or prove how the market prices it.

A worked example#

Hypothetical, for illustration only

Romarket has no sold-price history to publish yet. We will publish anonymized real sale data as completed sales accumulate. Until then, treat this section as a demonstration of method, not a market report.

Say you run a simulator with a $10,000 monthly USD revenue input, averaged over the trailing six months with no single outlier month doing the work. D7 retention is flat rather than declining, you ship updates every two to three weeks, and your IP is clean: original assets, licensed or original audio, and written agreements with any contractors.

The version 1.0 simulator assumption is 10x monthly revenue: 10 × $10,000 = a $100,000 model estimate. That demonstrates the formula; it does not establish that $100,000 is a fair asking price or likely completed-sale price.

If two viral months inflate that average and the normalized base is closer to $7,000, the same assumption produces $70,000. The model cannot verify the revenue, measure creator dependency, or turn missing evidence into a defensible discount. A buyer can reasonably disagree with either output after diligence. When escrow is available and the parties proceed, follow the documented escrow process and the transaction's actual terms.

If the experience has no revenue input, this revenue-multiple model returns zero and cannot estimate it. A buyer and seller may still negotiate around audience, code, IP, community, or other assets, but those need separate diligence. Romarket's $200 listing floor is a product rule, not evidence of a completed-sale range.

Game worth vs account worth#

Search for "Roblox value calculator" and most of what you find measures something this page is not about: account value, meaning limiteds, Robux balances, and rare items. That is a different question with a hard stop attached, because selling or buying Roblox accounts is prohibited by Roblox's terms. No multiple applies to an asset you are not allowed to sell.

A game (an experience) is different in kind. It is a business asset: the experience itself, its code and content, the intellectual property, and the audience attached to it. Roblox's own help center warns that unsolicited offers to buy or sell experiences are "probably a scam," and in the context that article addresses (random DMs proposing off-platform deals with no protection) it is right. But that framing predates the structured path that now exists: a written purchase agreement, escrowed payment, and Roblox's official experience ownership transfer feature, shipped in December 2024 and documented on the Creator Hub. For the full picture of what the rules allow, see whether you can buy and sell Roblox games.

Not legal advice

This page describes platform policy and market practice as we understand them. For a specific transaction, consult a lawyer.

Sanity-checking your own number#

Reported headlines show that some large transactions have been discussed publicly. They do not tell you where an unrelated game should be priced.

Run a consistent trailing revenue input through the valuation calculator, read the methodology, and compare the output with current asking prices only as seller expectations, not sale comps. The next step is preparing evidence a buyer can verify, covered in how to sell a Roblox game.

Frequently asked questions

There is no reliable public average because most deal terms are private. Romarket's 6x-14x genre values are disclosed calculator assumptions, not observed market averages or completed-sale comps.

A buyer and seller can negotiate value for an experience without revenue, but a revenue-multiple model returns zero and cannot estimate it. Audience, IP, source code, asset scope, and operating requirements need separate diligence. Romarket's listing floor is $200.

They are press-reported figures; the parties rarely confirm exact terms. That's why every figure on this page is labeled 'reported' with its source attached.

You can reduce buyer uncertainty by documenting revenue with exportable proof, showing retention (D1/D7/D30), maintaining an update history, and cleaning up IP ownership for audio, models, and contractor work. None of these guarantees a higher offer.