So, you’ve built a place on Roblox. Maybe it’s a chaotic obby or a chill hangout spot, but now you’re staring at an empty Robux balance. It’s a common spot to be in. Honestly, figuring out how to make a gamepass is the first real hurdle between being a hobbyist and being a developer who actually has a budget to work with. Most people think it’s just about uploading a stray image and setting a price. It isn't.
Roblox is a massive economy. In 2024 alone, the platform saw billions of dollars flow through virtual experiences, and a huge chunk of that came from individual gamepasses. But if your pass doesn't offer real value, it just sits there. Users are smart. They don't buy "Support the Creator" buttons as much as they used to back in 2016. They want utility.
The Actual Steps to Get Your Gamepass Live
First, forget the old tutorials. The Roblox Creator Dashboard has changed a lot lately. You need to head over to the Roblox Create page. This is your command center. You'll see your list of "Experiences." Click on the one you want to monetize. Look at the left-hand sidebar—it's a long list, but you’re looking for "Associated Items."
Once you’re there, hit the "Passes" tab. This is where the magic happens. You’ll see a button to "Create a Pass." You need an image, a name, and a description. Pro tip: don't just use a blurry screenshot of your game. Use something bright. High contrast works best because these icons are tiny on mobile screens. A 512x512 pixel square is the sweet spot.
After you create it, it's "Off Sale" by default. This trips everyone up. You have to click the pass again, go to "Sales," toggle the "Item for Sale" switch, and set your price. Roblox takes a 30% cut. It’s a bit of a sting, but that’s the cost of using their infrastructure. If you list it for 100 Robux, you’re getting 70.
Why Your Pass Image Actually Matters
People judge books by their covers and gamepasses by their icons. It's just human nature. If I see a pass with the default "No Image" icon or a stretched-out jpeg of a sword, I assume the game is broken. Spend ten minutes in Canva or Photopea. Use a bold border.
Make the icon represent the reward. If it’s a gravity coil, show the coil. If it’s "VIP," use a crown. Simple.
Scripting the Reward (The Part Everyone Fears)
Creating the pass is the easy bit. Making it do something? That’s where the scripting comes in. You can't just make a gamepass and expect the engine to know what it does. You have to tell the game: "Hey, if this player owns this ID, give them the shiny sword."
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You'll be using MarketplaceService. It sounds intimidating. It's not.
Basically, you’ll write a script that checks the UserOwnsGamePassAsync function when a player joins or when they click a specific door. I’ve seen developers mess this up by putting the check in a local script. Don't do that. Keep it on the server side so people can't exploit their way into free items. Security matters, even in a blocky world.
Thinking Beyond "Double Jump"
What makes a good pass?
- Permanence: People love buying things that stay with them.
- Social Status: VIP tags in chat are cheap to make but highly effective.
- Efficiency: Double XP or faster walk speed.
- Special Access: A room with better gear or a faster way to travel.
I’ve noticed that the most successful games, like Blox Fruits or Adopt Me, don't just sell power. They sell convenience. If a player feels like they’re saving time, they’ll reach for their wallet.
Pricing Your Gamepass Without Scaring People Away
Pricing is a weird science. If you're a new dev, you might be tempted to list everything for 1,000 Robux. Stop. Unless you’re providing something game-changing, you’ll sell zero.
Low-tier passes (15-50 Robux) are "impulse buys." These are things like chat colors or a one-time use fireworks launcher.
Mid-tier (100-500 Robux) is for the meat of your game. Special weapons, permanent speed boosts, or "Pro" access.
High-tier (1,000+) is for the whales. This is for the "Admin Commands" or "God Mode" passes. Be careful here. If you sell a pass that ruins the game for everyone else, your player count will tank.
Balance is everything. You want to make money, but you also want a game that's fun to play for free. If the "Free to Play" experience is miserable, nobody will stay long enough to buy a pass anyway.
Promoting Your Pass Without Being Annoying
You’ve figured out how to make a gamepass, it’s scripted, the icon is gorgeous, and the price is fair. Now what? You have to show it to the world.
Don't just rely on the "Store" tab on your game page. Most players never look at that. You need to prompt them inside the game. Use a "Shop" UI. Maybe have a physical pedestal in the lobby showing off the item.
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There's a specific function called PromptGamePassPurchase. You can link this to a button in your GUI. When a player clicks it, the official Roblox purchase window pops up. It's smooth. It’s trusted. It works.
Dealing with the 7-Day Wait
Here is the frustrating part: Robux from gamepass sales is "Pending."
Roblox holds the funds for about 3 to 7 days. This is to prevent fraud and handle potential refunds or disputes. Don't panic when you see "Total Sales: 500" but your balance is still zero. Check the "Summary" tab in your transactions. If it says "Pending Robux," you’re good. You just have to be patient. It’s a lesson in delayed gratification.
Common Pitfalls to Avoid
I’ve seen a lot of developers get banned or lose their earnings because they tried to get clever. Never, ever offer "Free Robux" through a gamepass. It’s a one-way ticket to getting your account deleted.
Also, keep your descriptions honest. If you sell a "Super Sword" and then nerf it into the ground a week later, your community will turn on you. Word travels fast in the Roblox world.
Another big one? Not testing. Always use a test account or have a friend try to buy the pass (give them the Robux if you have to) to ensure the script actually triggers the reward. There is nothing worse than a player spending their hard-earned Robux and getting nothing in return. They will leave a bad review, and your "Likes" ratio will suffer.
The Power of Limited Time Passes
Sometimes, scarcity works. While most gamepasses are permanent, you can technically delete a pass or take it off sale whenever you want. Creating a "Winter 2026 Special" pass can drive a lot of sales in a short window. It creates FOMO (Fear Of Missing Out). Just make sure you actually deliver on the promise.
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Actionable Steps for Your First Gamepass
If you’re ready to start earning, don't overcomplicate it. Follow this sequence:
- Identify a Pain Point: Does your game involve a lot of walking? Make a "Speed Coil" pass.
- Create the Asset: Design the 512x512 icon. Make it pop.
- Upload to the Dashboard: Go to Associated Items > Passes and get it live.
- Set a Fair Price: Start small. 25-100 Robux is the sweet spot for a first pass.
- Script the Logic: Use a Server Script in
ServerScriptServiceto handle theMarketplaceServicelogic. - Build an In-Game UI: Give players a button to buy the pass while they are actually playing the game.
- Monitor Your Analytics: See which passes sell and which don't. If one is failing, change the price or the icon.
Once the first few sales roll in, you’ll see the "Pending Robux" in your account. That’s the moment you realize your game isn't just a project—it's a business. Keep iterating, keep listening to your players, and don't be afraid to experiment with different types of rewards. The developers who make it big aren't always the best coders; they're the ones who understand what players are willing to pay for.