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Roblox Game Due Diligence Checklist: What to Check Before You Buy

8 min readLast reviewed November 8, 2026
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The short answer

Due diligence on a Roblox game means collecting evidence in six areas: who controls the game and may sell it, how the audience behaves, where the revenue comes from, what the game costs to run, what the transfer will not move for you, and what you are legally receiving. Rank the evidence behind every figure, verify what you can check yourself, and write what you cannot verify into the agreement as a seller warranty.

This is the working list to send a seller before any money moves. The buying guide explains the whole process and why each check matters; this page is the request list itself. If you are still choosing between games, compare them first.

Rank the evidence first#

Not every number a seller shares is worth the same. Sort each figure into a grade before you rely on it, and ask for a higher grade whenever the size of the deal justifies it.

GradeEvidenceWhy it countsWhere it falls short
1Analytics read from Roblox with the seller's consentNobody typed or edited the numbersRoblox can revise recent values, and analytics show performance, not ownership
2A live walkthrough of Creator Hub analytics that you directYou choose the charts and date rangesYou have to know which views to ask for
3Creator Hub exports with date ranges and definitions intactYou can reconcile them with public stats and payout recordsAn export you did not watch being generated can be edited
4Screenshots, or numbers typed into a listing or a chatEasy to shareEasy to crop, alter, or cherry-pick, so never enough alone

On Romarket, connecting Roblox analytics is the grade 1 route: revenue, active users, and retention come straight from Roblox, and sellers cannot type them in. A listing with no connection shows none, which means the evidence has to arrive as a grade 2 or grade 3 source before you can rely on it.

Verify, ask, or warrant#

Every item below falls into one of three groups, and knowing which one tells you how to handle it.

  • Verify it yourself. Anything you can check without the seller's help: Roblox public stats, the experience page and its last-updated date, the like ratio, the group page and its members, and whether the seller can make a small change you specify to the live game.
  • Ask for evidence. Anything only the seller can show: revenue by source, retention cohorts, payout history, costs, contractor arrangements, and third-party services.
  • Put it in the agreement. Anything nobody can fully prove before closing: that the seller owns or may assign every asset, that no undisclosed claims or moderation actions exist, and that the figures shared are accurate. These are only as good as the written warranties and the payment structure behind them. That is the strongest argument for holding funds in escrow while the buyer inspects the handover, and a reason to finish your own checks inside the inspection window, because if you raise no dispute escrow releases the funds automatically about 24 hours after it ends.

Control and authority#

  • A live change to the game that you choose, made while you watch, to show current control.
  • Whether the game is owned by a user or a group, who holds the group's owner role, and who else has edit, publish, analytics, or revenue permissions.
  • Written confirmation that the seller has the right to sell everything in scope, including anything built by collaborators.

Romarket's listing flow checks current Roblox control. That is a control check, not an audit of legal ownership, identity, or IP rights, so these questions still belong on your list.

Audience and retention#

  • Visits, favorites, votes, and current players from Roblox's public stats, which you can pull yourself and compare with anything the seller claims.
  • Daily and monthly active users over at least a quarter, from Roblox analytics.
  • D1, D7, and D30 retention by cohort. Roblox builds these from each day's new players, so recent D7 and D30 values can be empty until the cohort is old enough. Ask for cohorts that have matured, and read the shape across several weeks instead of one day.
  • Where players come from. Roblox's acquisition analytics break new and returning players out by source, which shows how much of the audience depends on paid promotion or a single feature placement.
  • The reason behind any spike: an update, a creator video, an ad campaign. Then ask whether that driver can repeat without the current owner.

Revenue and payouts#

  • Monthly revenue for the last six to twelve months, by source. Roblox's monetization analytics separate revenue by product type, with separate views for passes, developer products, subscriptions, and immersive ads.
  • Paying users, payer conversion, average revenue per paying user, and average revenue per daily active user. Roblox's documentation notes that a high average revenue per paying user alongside a low average revenue per daily active user suggests revenue comes from a limited subset of users. That concentration is a risk to price in.
  • Exactly which revenue line each figure shows. Roblox's sales data download, for example, reports the Robux the creator receives for a sale after Marketplace fees, affiliate fees, and recurring group payouts, which can differ from other views. Ask whether a number is before or after splits to collaborators.
  • Payout history: how much was actually exchanged, and when. Only Earned Robux can be exchanged through Roblox's Developer Exchange program, Roblox decides what qualifies, and the program has eligibility requirements. The standard rate is $0.0038 per Earned Robux, with a higher rate for certain eligible purchases from U.S. players verified as 18 or older. Roblox's DevEx documentation has the current terms.
  • Seasonality and trend. Look at monthly revenue across the whole history, not the best month.

Costs and operating workload#

  • Advertising spend, contractor and collaborator pay, and any recurring revenue splits. Revenue is not profit, and the buyer inherits any recurring cost that does not end at closing.
  • The hours per week the game takes to keep running: updates, moderation, support, and community management.
  • Who does that work today, and whether they stay. A game that one person ships every update for is a different asset once that person leaves.
  • A dated update history. The public experience page shows only a last-updated date, so ask the seller to walk you through the place's Version History in Studio, which records saved and published versions and who saved them. A game patched weekly until two months ago may already be in decline.

Technical handover#

Roblox's ownership transfer moves the game itself. Several things around it need a deliberate handover, and Roblox's documentation names the main ones.

  • Private module scripts and assets loaded through InsertService must be uploaded to the receiving group first. Roblox lists this as a prerequisite for the transfer.
  • Packages owned by a user rather than a group may need to be recreated or replaced with packages the group owns.
  • Open Cloud API keys take their effective permissions from the user who last generated them. If the transfer changes that person's access, create new keys under an account that has the right access.
  • Services outside Roblox, such as web servers, databases, webhooks, and analytics or moderation tools, need new credentials and a named new owner.
  • Secrets written into scripts should be rotated after the transfer, and scripts should be reviewed for hardcoded credentials and for calls that load code from outside the game.
  • Roles in the receiving group: who can edit, publish, and see revenue, and whether any departing collaborator keeps access.
  • The Place Copying setting. Roblox notes that members with permission to edit all group games can allow the community to copy a creation, so confirm it is off unless the buyer wants it on.

The transfer guide walks through the handover itself in order.

IP, platform standing, and the agreement#

  • Audio, models, animations, fonts, and other assets: original, licensed, or taken from somewhere with unclear rights. An asset the seller cannot account for can be taken down.
  • Written IP assignments from every contributor, including anyone who has left the team. Chain of title is easy to overlook and hard to fix after closing.
  • Third-party brands, characters, or franchise material the game relies on.
  • Moderation history: removed content, warnings, appeals, or pending reports that touch the game or its group.
  • Existing agreements such as contractor terms, revenue shares, sponsorships, and licenses, and whether each can be assigned to you.
  • A written agreement that lists the assets and IDs in scope, the price, the seller's ownership and accuracy warranties, the payment sequence, and the inspection window.

Red flags during diligence#

  • A refusal to show analytics live or export them. If the seller will not connect Roblox analytics, walk through Creator Hub, or provide exports, the figures are not strong enough to price a deal on.
  • Numbers that move. Figures that change between conversations, or exports that do not line up with the trend in the public stats.
  • A jump just before listing. A sudden rise in players or revenue with no matching update deserves a direct question about what changed.
  • No warranty on IP. A seller who will describe ownership but will not warrant it in writing is telling you how sure they are.
  • Pressure to leave the protected path. Urgency, a request to pay outside escrow, or a push to transfer before payment is secured.

When the list is complete, revisit your price against the comparison sheet, then follow the safe order for the handover.

Not legal advice

This page describes a process, not legal requirements. For a significant purchase, or any deal involving licensed IP, several contributors, or a company on either side, have a lawyer review the agreement before you sign.

Frequently asked questions

Check six areas: control and authority to sell, audience and retention, revenue and payouts, costs and operating workload, the technical items Roblox's transfer does not move (private modules, packages, API keys, outside services), and IP and platform standing. Rank the evidence behind each figure, and put anything you cannot verify into the written agreement as a seller warranty.