What we learned buying, building, and fixing Roblox games. Real data from real games.
42,000 daily players. One UX step nobody noticed. 12,000 players gone every day.
The diagnostic tool that found a 32% drop-off hiding in plain sight.
We scored a live game across all 8. Three signals were critical.
We bought a Roblox fishing simulator for $600. 42K daily players, $21/day revenue. After one diagnostic, D1 retention doubled and CCU went from 600 to 1,500.
From $0 to $1,000. What each budget buys and what doesn't work.
We bought a game for $600 with $42,000 in potential value. The seller didn't know.
Hire, partner, sell, or optimize. How to figure out which one.