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roblox-monetization

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Use when adding, changing, or auditing Roblox purchases: GamePasses, Developer Products, subscriptions, private servers, policy checks.

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Summary

Use when adding, changing, or auditing Roblox purchases: GamePasses, Developer Products, subscriptions, private servers, policy checks.

Raw SKILL.md

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---
name: roblox-monetization
description: "Use when adding, changing, or auditing Roblox purchases: GamePasses, Developer Products, subscriptions, private servers, policy checks."
when_to_use: "Also for ProcessReceipt bugs, purchases not granting, pricing, shop offers, Robux prompts, refunds or make-goods, and paid random item policy."
last_reviewed: 2026-10-14
sources:
  - https://create.roblox.com/docs/reference/engine/classes/MarketplaceService
  - https://create.roblox.com/docs/reference/engine/classes/MarketplaceService#BindReceiptHandler
  - https://create.roblox.com/docs/production/monetization/passes
  - https://create.roblox.com/docs/production/monetization/developer-products
  - https://create.roblox.com/docs/production/monetization/subscriptions
  - https://raw.githubusercontent.com/Roblox/creator-docs/main/content/en-us/production/monetization/regional-pricing.md
  - https://create.roblox.com/docs/production/monetization/robux-transfers
  - https://create.roblox.com/docs/production/monetization/paid-random-items
  - https://create.roblox.com/docs/reference/engine/classes/PolicyService
  - https://create.roblox.com/docs/creator-rewards
  - https://devforum.roblox.com/t/creator-rewards-is-live/3838257
  - original
---

# roblox monetization

## When to Load

Load when adding a Game Pass, Developer Product, subscription, private server, Creator Rewards-related product decision, or purchase eligibility check.

## Quick Reference

- Prompt purchases from the client, but grant value only from server-owned code.
- Passes: one server-owned ID→benefit registry; join and purchase refresh use the same idempotent benefit path. Full.md §2a.
- Developer Products: repeatable consumables. Grant through a server-owned receipt handler, either `ProcessReceipt` or `BindReceiptHandler` with `Enum.ReceiptType.DeveloperProduct`. `PromptProductPurchaseFinished` is not purchase confirmation.
- Failed receipts remain `NotProcessedYet`; retries depend on the chosen receipt API, not an invented timer. See full.md.
- For eligibility-sensitive purchases, check `PolicyService` and current Roblox guidance. If a paid-random-item restriction applies, offer the user the documented choices, including earnable rewards, a known non-random sequence, or direct purchase. Do not default to hiding or blocking the feature; handle the affected purchase path without stopping unrelated work.
- Creator Rewards is a platform program, not a grant API. Track eligibility, attribution, engagement, and dashboard reporting separately from purchases and inventory.
- Test failed/duplicate grants, absent players, and interrupted saves. Transfers, subscription changes, and dynamic pricing: full.md.
- A receipt handler's presence is not proof of correctness; inspect its ownership, durable idempotent grant, and retry paths for unknown products or absent players.

**Need the details?** Load `references/full.md` for purchase flows and failure handling.

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