How to pay your Roblox dev team: groups, payouts and revenue splits
Running a Roblox game as a team: moving it into a group, one-time vs recurring payouts, choosing percentage splits, paying commissions and avoiding disputes.
By BloxIQ Research · · 8 min read
Most Roblox games that grow are made by more than one person: a scripter, a builder, a modeller, a UI designer, someone running the community. Money is where teams most often fall out. Setting it up properly before the game earns anything saves a lot of arguments later. This guide covers how Roblox groups handle revenue and how to agree a fair split.
Roblox changes its payout features and eligibility rules from time to time, so check the group documentation for the current details before you rely on any of them.
Put the game in a group
If more than one person is involved, publish the experience under a Roblox group rather than one person's account:
- Revenue goes to the group's funds, not one member's balance.
- Permissions are role-based, so you can give collaborators Studio access to edit without giving them control of the money.
- The game isn't tied to one person, which matters if someone leaves.
Decide carefully who owns the group. The owner has final control over funds and settings. On many teams that's the person who started the project or a trusted lead; whoever it is, write it down.
One-time vs recurring payouts
Groups can pay members in two main ways:
- One-time payouts: a fixed amount of Robux from the group's funds to a member. Good for commissions (a map, a set of models, a UI pack) and bonuses.
- Recurring payouts: a percentage of the group's incoming revenue paid automatically to chosen members. Good for core team members who share in the game's success.
Recurring percentages come out of new revenue as it arrives, and together they can't exceed 100%. Whatever is left stays in group funds, which is useful for ads, commissions and future work.
Robux from sales may show as pending for a period before it's available to pay out, so don't promise a payout the day after a big weekend.
Choosing a split
There's no standard split, but there are common approaches:
- Equal shares for a small founding team who all work similar amounts. Simple, but can feel unfair if contributions differ a lot over time.
- Weighted shares based on role and expected time, agreed up front, for example the lead scripter on a larger share than a part-time builder.
- Commissions plus a small percentage for contributors who did a defined piece of work but won't maintain it.
- Commission only for one-off work, paid when the work is delivered.
Whatever you choose, leave a portion of revenue in the group for reinvestment. A game with no budget for ads, commissions or tools stalls.
Commissions: getting paid work right
When you hire someone for a defined piece of work:
- Agree the scope in writing: what exactly is delivered, in what format, by when.
- Agree the price and how it's paid: Robux via group payout, a percentage, or real money through a payment service.
- Split payment for larger jobs: part up front, the rest on delivery, so neither side carries all the risk.
- Agree who owns the work and whether it can be reused elsewhere.
Roblox's Talent Hub and community spaces like the DevForum are common places to find developers. Check portfolios and reviews before paying anything up front.
Write it down
A short shared document is enough, and it prevents most disputes:
- Who owns the group and the game.
- Each person's role and what they're expected to do.
- Each person's share or commission, and when it's paid.
- What happens if someone stops contributing or leaves: does their share continue, reduce or stop?
- How decisions about spending group funds are made.
Revisit it every few months. Shares agreed when the game made nothing can feel wrong once it's earning.
Cashing out
Each member who receives Robux cashes out through DevEx from their own account, if they meet Roblox's DevEx requirements, including age and account standing. Our DevEx calculator converts earned Robux into dollars at the current rate, and how much do Roblox games make? explains where the money comes from.
If your team earns real amounts, each person is usually responsible for their own taxes on what they cash out. Get advice for your country.
Protect the team and the game
- Use two-step verification on every account with access to the group.
- Give the minimum permissions each role needs. Not everyone needs to manage funds or publish.
- Remove access promptly when someone leaves.
- Keep backups of your places, so one compromised account can't destroy the game.
Checklist
- Experience published under a group with a clear owner
- Role permissions set; funds limited to trusted roles
- One-time payouts for commissions, recurring percentages for the core team
- A share kept back for reinvestment
- Commissions scoped, priced and split into milestones
- A written agreement, reviewed every few months
- Two-step verification, minimal permissions, backups
As revenue grows, it helps to know whether you're keeping pace with your genre. BloxIQ's competitor tracking lets your whole team follow the same rivals, and the Team plan adds up to 10 seats in a shared workspace. See pricing.