VVaylo

Local templates — not AI. Configure and test in Roblox Studio.

Economy

Monetization Builder

Select the Roblox surfaces you intend to ship. Vaylo compiles a local implementation plan, sample Luau, configuration notes, and a test list.

Start with one understandable offer

What should your game sell?

A game pass is bought once for a lasting perk. A developer product can be bought repeatedly, so every receipt needs a durable, replay-safe reward. Cosmetics are a good first experiment when they keep the free game fair.

Price ranges below are Vaylo’s editorial test ideas, not Roblox recommendations, live market data, or proven optimal prices. Change them after observing your own players.

Game pass · once

Signature trail

A permanent visual trail. No movement advantage.

25–75 Robux to test

Validate: Can players preview the trail, and does it survive rejoining?

Game pass · once

Supporter name tag

A cosmetic name tag and lobby flair. All stages stay free.

50–150 Robux to test

Validate: Do players understand the perk without assuming exclusive stages?

Developer product · repeatable

Finish-line celebration

One optional celebration for the buyer; never required to progress.

5–25 Robux to test

Validate: Does one receipt create exactly one durable celebration credit, even after a retry?

Try the numbers before you build

Scenario for Signature trail. Use a visitor period you choose, such as one week. These are your assumptions, not a forecast.

One purchase per buyer: people who already own this pass cannot buy it again. Use eligible non-owners for the visitor assumption.

Illustrative gross player spend

49 Robux

1 assumed buyers × 1 purchase × 49 Robux.

This is before Roblox fees and any refunds. It does not model regional or personalized prices, taxes, or cash conversion. Fractional buyers represent an expected value, not actual people. No result is guaranteed.

How to test pricing without hurting the free game
  1. Playtest the free loop before adding a shop. Ask players to explain the benefit in their own words.
  2. Start with one clear, fixed reward. Show its duration, contents, and a preview; avoid paid randomized rewards in your first version.
  3. Use Roblox’s purchase prompt and fetch current product information for price labels. Regional and personalized pricing can differ from your default price.
  4. Compare one change at a time. Track eligible visitors, offer views, buyers, refunds, and whether people return. Small samples are inconclusive.
  5. For developer products, test duplicate receipts, absent players, and failed saves before enabling sales. Never acknowledge an ungranted purchase.
Build your implementation plan

Select features to update your plan immediately. No AI or network calls.

Local template builder · not AI

Structured plan

Local template plan for VIP / Game Pass, Cosmetic rewards. Configure and test in Studio; this does not connect to Roblox.

  1. Step 1

    Define the VIP perk without buying power

    Pick one durable perk: extra plot, VIP lounge, or a lobby emote. Do not multiply PvP damage.

  2. Step 2

    Create the Game Pass in Creator Dashboard

    Price it, upload an icon, and copy the numeric Pass ID. The sample script uses a placeholder.

  3. Step 3

    Keep cosmetics visual-only

    Trails, wraps, and name colors. Store equipped cosmetic IDs; apply on character spawn from the server.

  4. Step 4

    Earn path plus buy path

    At least one cosmetic should be earnable. Paid exclusives are fine if combat stats stay equal.

Sample Luau

Educational sample. Replace IDs. Not uploaded to any experience.

-- Vaylo: LOCAL TEMPLATE, not AI. Educational starter only.
-- ServerScriptService. Test in a separate experience first.
-- No IDs, assets, prices, or rewards are configured by Vaylo.
local MarketplaceService = game:GetService("MarketplaceService")
local Players = game:GetService("Players")


local PASS_ID = 0 -- replace with your game pass ID
local function refreshVip(player)
    if PASS_ID <= 0 then return end
    local ok, owns = pcall(function()
        return MarketplaceService:UserOwnsGamePassAsync(player.UserId, PASS_ID)
    end)
    if ok and player.Parent == Players then
        player:SetAttribute("Vip", owns == true)
    end
end
Players.PlayerAdded:Connect(refreshVip)
for _, player in Players:GetPlayers() do task.spawn(refreshVip, player) end
MarketplaceService.PromptGamePassPurchaseFinished:Connect(function(player, id, purchased)
    if id == PASS_ID and purchased then refreshVip(player) end
end)
-- Apply your server-validated VIP entitlement where your game needs it.


-- COSMETIC IMPLEMENTATION NOTES:
-- Load equipped cosmetic IDs from your server-owned player profile.
-- Reapply on CharacterAdded; unknown IDs fall back to the default appearance.
-- Keep movement and combat stats unchanged.

Configuration

  • In Creator Dashboard, create each Game Pass / developer product and copy numeric IDs into the sample script.
  • Test DataStores only in a separate test experience; enabling Studio access can affect live data.
  • Put purchase buttons in a SurfaceGui or ScreenGui; the server listens to MarketplaceService, not to a raw RemoteEvent named BuyVip.
  • Document the perk in the experience description so players are not surprised.
  • Vaylo does not upload assets or set prices for you in this MVP.

Testing checklist

  • Run purchases on a test account, not your main owner account only.
  • Confirm the prompt shows the correct Robux price before buying.
  • Buy the pass on a test account, rejoin, and confirm the perk still applies.
  • A player without the pass cannot fire a RemoteEvent to grant it.
  • Equipping a skin does not change walkspeed, damage, or drop rates.
  • A missing cosmetic ID falls back to default without erroring spawn.