Pay too little and you get abandoned projects and code nobody can update. Pay the wrong way and you can lose the money and the game. This guide covers what Roblox developers typically charge, the three ways to structure a deal, the Robux-or-dollars question, and the habits that keep both sides safe.
The short answer
Most Roblox work is priced per job, not per hour. A small, well-defined job (one system, one building, one UI screen) usually costs tens of dollars to a few hundred; complete systems and full maps run from a few hundred to a few thousand. When developers do bill by the hour, rates mostly fall between about $10 and $120, and the biggest single factor is whether they have shipped games with real players:
| Developer | Track record | Typical hourly rate | What you're paying for |
|---|---|---|---|
| Newer | Test places and small commissions, no live games yet | $10–$25 an hour | Small, clearly specified jobs you can check yourself |
| Experienced | Credits on live games with real players | $25–$60 an hour | Systems that hold up with a full server and saving that doesn't lose data |
| Senior | Front-page credits; leads systems or other developers | $60–$120+ an hour | Architecture, performance, monetization and live-ops judgement |
Scripters tend to sit at the top of each band, because their mistakes (lost saves, broken purchases, exploitable remotes) are the most expensive to fix. Region, availability and deadline move rates too: a rush job over a weekend costs more than the same work over two weeks.
Typical rates by skill
Per-job prices are the more useful guide, because they're how most Roblox developers quote. These are the ranges listed on our services marketplace, from a single small job to a large one:
| Skill | Small job | Bigger job | Large scope | What moves the price |
|---|---|---|---|---|
| Scripter | $50–$250 Drop-in feature | $250–$1,000 Module build | $1,000–$10,000 Backend rebuild | How many systems, data saving, and whether it must be safe from exploiters |
| Builder | $25–$150 Small build | $150–$500 Mid build | $500–$2,000 Large build | Map size and detail, and whether it has to run well on phones |
| UI designer | $20–$100 Single screen | $100–$500 Screen set | $500–$2,000 Full UI suite | Number of screens, custom art vs templates, phone layouts |
| Animator | $15–$75 Single animation | $75–$400 Animation set | $400–$1,500 Full character pipeline | Number of moves, combat timing, custom rigs |
| 3D modeler | $15–$75 Single prop | $75–$400 Character / vehicle | $400–$2,000 Asset pack | Detail, texturing, and whether models need rigging |
| VFX artist | $10–$75 Single effect | $75–$400 Effect pack | $400–$2,000 Full polish pass | Number of abilities and how much polish each one gets |
Before you accept a quote, ask what's included: how many revisions, whether you get the source files and place, and how long the developer will fix bugs afterwards. Two quotes for the "same" job often differ because one includes those and the other doesn't. For what a whole game adds up to, see the Roblox game development cost breakdown.
Hourly vs per project vs revenue share
There are three ways to structure the deal, and each suits a different kind of work:
| Model | How it works | Good for | Watch out for |
|---|---|---|---|
| Hourly | You pay for time, usually tracked and billed weekly | Ongoing work on a live game, bug hunting, open-ended tasks | An unclear scope means an unclear bill; agree a weekly cap |
| Per project | A fixed price for a defined result, often split into milestones | New games and features with a clear brief | Anything outside the brief costs extra, so write it carefully |
| Revenue share | A percentage of what the game earns, instead of or on top of a fee | Partners who are effectively co-owners of the game | Most games earn little, and the share lasts as long as the game earns |
For a new game, per-project pricing with milestones is usually the safest: both sides know what's being built and what it costs. Hourly suits a game that's already live, where the work is a steady stream of fixes and updates.
Revenue share has no standard percentage, and anyone who quotes you one hasn't seen your game. A developer building the core game for no fee is taking an owner's risk and will usually expect a large stake; someone paid a fair fee for one feature might accept a small percentage, or none. Whatever you agree, write it down (who gets what, from which revenue, for how long, and what happens if they stop working on the game) and pay it through your Roblox group's payouts so everyone can see it.
Paying in Robux vs US dollars
Robux look like an easy currency for Roblox work, but they're worth very different amounts depending on which side of the deal you're on. Buying Robux costs roughly a cent each, a little more in small packs. A developer who cashes them out through Roblox's Developer Exchange (DevEx) gets $0.0038 each, and only once they have at least 30,000 earned Robux and meet Roblox's other DevEx requirements.
| 10,000 Robux | Roughly worth | Why |
|---|---|---|
| What you pay to buy them | $100–$125 | About 1–1.25 cents each, depending on the pack |
| What the developer can cash out | About $38 | At the DevEx rate of $0.0038 per Robux (since September 2025) |
So if you'd be buying Robux to pay someone, pay in dollars: the developer gets the same value and you spend about a third as much. Robux make sense when your game earned them (then their cash value to you is the same DevEx rate), when the developer is under 18 and can't easily take dollars (PayPal, for example, requires account holders to be adults in most countries), or when they actually want Robux to spend.
If you pay in Robux, send them through your group's one-time or recurring payouts. Never buy discounted Robux from third-party sellers to pay a developer: trading Robux for money outside Roblox's own systems is against Roblox's Terms of Use, and accounts involved can be moderated.
How to avoid getting scammed
Most hiring disasters on Roblox follow a few patterns, and each has a simple defence:
- Keep the game yours from day one. Create the experience in your own account or group and add developers as collaborators in Studio. Never let a developer own the place, the group or the game passes.
- Never pay 100% upfront to a stranger. Pay 50% to start and 50% on delivery, or in milestones tied to things you can test yourself.
- Use escrow when you can. On the BLOXG services marketplace, your payment is held in escrow and only released when you accept the delivery.
- Check the portfolio is theirs. Ask for a test place, a short screen-share in Studio, or their name in a game's credits or group. Screenshots alone prove nothing.
- Test before the final payment. Play it with friends, on a phone, and with as full a server as you can manage. Rejoin to check progress saves.
- Look for scripts you didn't ask for. Backdoors (hidden code that gives someone else control of your game) often arrive in free models and plugins. Search the game for scripts you don't recognise before you publish.
- Be wary of too cheap. A complete simulator for $50 is usually a stolen kit or a leaked game, and it can get your game taken down.
Developers get burned too: unpaid "test tasks", clients who vanish after delivery, and scope that grows without the price. Milestones and escrow protect both sides, which is why good developers rarely object to them.
A fair way to structure payment
For a new game or a big feature, this structure works for most projects:
- Write the brief. The core loop, the systems, the number of maps and screens, what counts as done, how many revisions, and who owns the code and assets.
- Agree a price and milestones. 50% to start and 50% on delivery for smaller builds; for bigger ones, split it, for example 30% to start, 40% when the core systems work, and 30% when it's finished.
- Pay each milestone after you've tested it. In your own place, on your own account, on a phone as well as a PC.
- Agree the after-care. A bug-fix period after delivery (two weeks is a reasonable minimum) and a rate for changes beyond the brief.
Once the game is live, the next spend is getting it played: our guide to promoting a Roblox game covers launch campaigns, and you can book creators directly on the BLOXG influencer marketplace.
Common questions
Should I pay a Roblox developer in Robux or US dollars?
Pay in dollars if you'd be buying Robux to do it: Robux cost roughly one cent each or a little more to buy, but a developer cashing out through DevEx gets $0.0038 each, so about a third of what you paid. Robux make sense when your game earned them, when the developer is under 18 and can't take dollars, or when they want Robux to spend. Send them through your group's payouts, never through third-party sellers.
How much does a Roblox scripter charge?
Per job, a single well-scoped feature typically costs $50–$250, a multi-feature module $250–$1,000, and a full backend with saving, monetization and anti-exploit work $1,000–$10,000. Scripters who bill hourly usually charge from about $15 an hour when newer to $60–$120 or more with front-page experience.
Is it normal to pay a Roblox developer upfront?
A partial upfront payment is normal; paying everything upfront to someone you haven't worked with isn't. Common structures are 50% to start and 50% on delivery, or milestones tied to things you can test. Escrow, where the payment is held until you accept the work, protects both sides.
What percentage should a Roblox developer get in a revenue share?
There's no standard figure. A developer building the core game for no fee is taking an owner's risk and will usually expect a large stake; someone paid a fair fee for a feature might accept a small percentage or none. Write down who gets what, from which revenue, for how long, and what happens if they stop working on the game.
How do I know a Roblox developer is legit?
Ask for proof the portfolio is theirs (a test place, a short screen-share in Studio, or their name in a game's credits or group), start with a small paid task, keep the game in your own account or group, and pay in milestones or through escrow. Be wary of anyone offering a full game for a tiny fee; that's often a stolen kit or a leaked game.