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My Roblox Game Makes $119,300/mo (38K CCU, here's how)
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Key takeaways
Summary
Tizzy, a co-owner and producer of Build a Base and Steal, explains how he and his developer partner, Gage, grew Roblox games by combining a strong concept with capable execution, simple user experiences, frequent iteration, and close attention to player data.
Tizzy says he does not program. His role is to recruit and partner with developers, analyze performance, suggest design and monetization changes, and help promote games.
Business Results and Metrics
- Build a Base and Steal had approximately 25,000 current players at the time of recording and reached a record 38,000 concurrent users (CCU).
- Revenue figures were described inconsistently: 3.4 million Robux over 72 hours, estimated at roughly $11,000 per three days and about $100,000 per month. The video also cites $119,000 per month.
- According to Tizzy, the game ranked 44th in trending, 79th in current play, and ninth in emerging markets on RoTrends.
- Hack a Business earned 1 million Robux in 72 hours, which Tizzy estimated at about $30,000 per month.
- Console players made up 30% of Build a Base and Steal’s audience. Improving the console experience reportedly increased day-one retention, though no exact figure was given.
- A cinematic added to Hack a Business reportedly reduced its bounce rate from roughly 22% to 15–16%.
- The team released about nine tutorials, patched Build a Base and Steal daily—sometimes twice daily—and shipped major updates weekly.
Frameworks and Operating Playbook
- Idea and execution: 80% of success. Tizzy argues that ideas are plentiful; execution depends on finding talented people who can turn a concept into a polished, enjoyable game.
- Optimization: the other 20%. Once the game and team are strong, use player data and testing to improve performance.
- Talent acquisition is “the business behind the business.” Tizzy’s key strategic lesson is that recruiting capable developers—not merely generating ideas—is the main constraint in Roblox game development.
- Research → hypothesis → launch → measure → iterate:
- Study successful Roblox games and competitors, including games outside Roblox.
- Form a design or product hypothesis.
- Release the change and check whether the relevant statistics improved.
- Keep, refine, or replace the change based on the results.
- Use multiple data sources and direct player observation: play games, inspect funnels and session behavior, review feedback, and watch how players interact with the experience.
Product and User-Experience Lessons
- Make the core mechanic easy to understand but deep enough to replay. Build a Base and Steal combines base-building with collecting pets and blocks. The repeated cycle of building, losing items, and redesigning a base gives players reasons to keep experimenting.
- Tizzy points to My Giant Sandwich as another example of a simple, accessible concept with depth through random outcomes and progression.
- Prioritize accessibility for Roblox’s broad, young audience. Every feature should have an intuitive interface and a clear cause and effect. Avoid complexity that players cannot quickly understand.
- Play the game yourself on mobile and console, not just on a computer. Tizzy says many developers overlook device support and friction in controls or interfaces.
- Build in replayability, a curiosity hook, and a reason to return, such as new ingredients, pets, or base designs to unlock.
- Give players a social status or show-off element. Tizzy says this is common in successful Roblox games and can support both retention and monetization.
- Design for a strong central fantasy and moments that are naturally fun to share. Clip-worthy events can attract YouTubers and create unpaid exposure. In Build a Base and Steal, for example, a character being launched into the void after a player steals a pet creates a reaction-worthy moment.
- Treat polish as a competitive advantage. Tizzy says copied games often fail because their creators do not play them, fix broken systems, or refine the experience.
Talent, Marketing, and Management
- Tizzy built a personal brand on Twitter and YouTube to attract collaborators. Alternatively, a successful game can help establish credibility and recruit talent.
- He describes the producer-developer partnership as complementary: the developer creates the game, while the producer contributes analysis, design ideas, monetization input, and promotion.
- He emphasizes focus and commitment: avoid chasing every opportunity, and work with partners and on products the team genuinely cares about.
- His advice is to study successful games deeply, publish and iterate consistently, and sustain the work through genuine interest in games—not solely the prospect of money.
Examples and Lessons from Earlier Projects
- Steal the Sigma’s RZ: Tizzy paid $4,000 to hire a developer through Upwork for a game based on a trending concept; it failed.
- Destroy the Kairens: A $600 template reached about 100 concurrent players but was also unsuccessful. Tizzy’s takeaway is not to rely on templates as a shortcut to learning or differentiation.
- Farmer Die: Received about $12,000 in investment, including two full-time hires—a programmer and a 3D modeler—each paid $1,500 per month. It peaked at 1,800 CCU and reportedly generated only about $3,000, so it was not profitable.
- Plus One Hoverboard Escape: Made with a developer using AI; Tizzy described it as a failure.
These setbacks reinforced his view that spending money or having a promising idea is insufficient without strong game design, talent, polish, and effective execution.
Other Growth Examples
- Tizzy says My Giant Sandwich grew from about 200 CCU when he first discussed it to a peak of roughly 20,000 CCU.
- An airport-themed game he had discussed at around 50 players later reached 30,000 CCU.
- He cites another developer, Matia, whose Spin and Brain Rod reportedly earned about $250,000 in two months and later reached 100,000 CCU.
Presenters and Sources Mentioned
- Presenter: Tizzy, also identified as Tis Nice 8, co-owner and producer of Build a Base and Steal.
- Business partner: Gage, also referred to as Sutic.
- Other collaborators: David, lead developer of Hack a Business; Hart, who made a Build a Base and Steal cinematic; and Mr. Physio, a 3D modeler recommended by Tizzy.
- Other people and sources: Alex Hormozi; Matia; RoTrends; and Roblox creators or games including Ro Bros, Fulton, Grow a Garden, Steal a Brain Rot, My Giant Sandwich, and Secure the Airport.
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