Most Roblox game deals price at roughly 1-12 months of gross revenue; durable top games have reportedly traded around 2-5x annual revenue. At the top end, Blue Lock: Rivals reportedly sold for more than $3 million in 2025, and Brookhaven changed hands at an estimated nine-figure price. Small games sell from a few hundred dollars — Romarket's listing floor is $200.
There is no reliable public average sale price for Roblox games, and anyone quoting one is guessing. Almost every deal is private: parties sign confidentiality agreements, prices leak selectively, and the figures that do reach the press are rarely confirmed by buyer or seller. What you can do is reason from the deals that have been reported, understand the multiple framework buyers actually use, and apply it honestly to your own numbers. That is what this page does.
Reported deals#
The current acquisition wave is recent. Roblox made experience ownership transfer free and self-service in December 2024 — documented on the Creator Hub — and within months, studios were buying hit games from often-teenage solo developers at pace. Bloomberg's July 2025 report on the Roblox "game-buying frenzy" quantified it: per analyst David Taylor of Naavik, by June 2025 seven of Roblox's top 15 earning games had been sold to larger studios.
These are the most-cited deals, with the reported figures and where they come from:
| Game | Reported price | Buyer | Source / year |
|---|---|---|---|
| Brookhaven RP | Terms undisclosed; estimated above $100 million | Voldex | Bloomberg (deal), InvestGame (estimate) — 2025 |
| Welcome to Bloxburg | Reported at about $100 million; never officially confirmed | Embracer Group | Trade press 2022; referenced in Bloomberg's 2025 coverage |
| Blue Lock: Rivals | Reported at more than $3 million | Do Big Studios | Bloomberg — 2025 |
| Grow a Garden | Stake sales, terms undisclosed | Splitting Point, then Do Big Studios | Bloomberg — 2025 |
Read the table with its caveats attached. Bloomberg explicitly reported that Brookhaven's terms were not disclosed — the "above $100 million" figure is an analyst estimate from deal tracker InvestGame, anchored partly on the fact that Welcome to Bloxburg, with less than half of Brookhaven's audience, had reportedly fetched about $100 million from Embracer Group in 2022. The Bloxburg price itself was never confirmed by either party; it surfaced through community reporting and trademark filings. And Grow a Garden — the farming game that drew over 21 million simultaneous players in mid-2025, more than Fortnite — sold stakes first to Splitting Point and then to Do Big Studios, both for undisclosed sums.
Blue Lock: Rivals is the most instructive deal for a working developer. Per Bloomberg, a 19-year-old built the anime soccer game in about three months, watched it pass 1 million concurrent players, and sold it in March 2025 for a reported $3 million-plus to Do Big Studios — at a time when the game was generating roughly $5 million a month in player purchases. Keep in mind that player spending is gross platform bookings, not the developer's take: Roblox collects its share before anything reaches the creator. Even so, the shape of the deal says something real — a record-setting hit at peak traded for a price, not a fantasy number.
What the table cannot show is the long tail: small, unreported deals at $500, $2,000, $15,000. Those define the actual market for most developers, and they follow multiple math, not headline math.
What moves the multiple#
A buyer is paying today for the revenue your game will produce after they own it. Everything that makes future revenue more certain pushes the price up; everything that makes it fragile pushes it down.
As genre anchors, Romarket's free valuation calculator publishes the following multiples of monthly gross revenue:
| Genre | Multiple of monthly revenue |
|---|---|
| Roleplay | 14x |
| Tycoon | 12x |
| Simulator | 10x |
| Fighting | 8x |
| Obby | 6x |
Notice that these anchors sit inside the broader market band: 6x-14x monthly revenue is roughly 0.5x-1.2x annual revenue, which is consistent with most deals pricing at roughly 1-12 months of gross revenue. Only exceptional, durable franchises have reportedly stretched toward 2-5x annual.
Retention comes before everything#
D1, D7, and D30 retention are the closest thing buyers have to a forecast. A game that still holds players at day 30 has a habit, and habits keep monetizing under new ownership. A game whose players churn out within a week is monetizing a moment — and the buyer has to ask whether the moment survives the sale. Two games with identical revenue this month can deserve very different prices if one retains and the other relies on a constant firehose of new traffic. Sellers who can export retention curves from Roblox analytics, rather than describe them, consistently defend higher multiples.
Revenue trend beats revenue peak#
Buyers price on trailing averages, not best months. A spike from a big update, a YouTube wave, or a seasonal event gets normalized out of the base before any multiple is applied. A flat or gently growing six-month trend at $8,000 a month supports a stronger price than a decaying trend that touched $20,000 once. If your revenue chart looks like a mountain range, expect the buyer to price the valleys.
Genre stickiness is priced in#
Genre is a proxy for durability. Roleplay games sit at the top of the table because they become social habits — players return for their friends and their builds, not for a content treadmill the new owner must keep feeding. Tycoons and simulators retain through progression systems that keep working after the sale. Fighting games skew more update-dependent and meta-sensitive. Obbies sit at the bottom: drive-by traffic, short sessions, and thin monetization make their revenue the hardest to project forward.
Creator dependency, IP cleanliness, platform risk#
Three more levers buyers press on hard:
- Creator dependency. If the game's momentum depends on your personal update cadence, your community presence, or systems only you understand, the buyer is purchasing a job, not an asset. Documented code, transferable workflows, and a game that ran fine during your two-week break all support the price.
- IP cleanliness. Unlicensed music, contractor work without a written assignment, assets lifted from other games, or branding that leans on someone else's IP all give buyers a reason to discount — or walk. Clean, documented ownership of everything in the experience is one of the cheapest ways to protect your multiple.
- Platform risk. Every Roblox game is a single-platform business. Policy shifts, discovery-algorithm changes, and moderation actions are risks the buyer cannot diversify away, and the 1-12 month band already reflects that. This is a large part of why Roblox games trade at lower multiples than comparable web or mobile businesses.
A worked example#
Hypothetical — for illustration only. Romarket is pre-launch and has no sold-price history yet. We will publish anonymized real sale data as completed sales accumulate. Until then, treat this section as a demonstration of method, not a market report.
Say you run a simulator earning $10,000 a month in gross revenue, averaged over the trailing six months with no single outlier month doing the work. D7 retention is flat rather than declining, you ship updates every two to three weeks, and your IP is clean — original assets, licensed or original audio, written agreements with any contractors.
The simulator anchor is 10x monthly revenue: 10 x $10,000 = $100,000. That equals ten months of gross revenue, comfortably inside the 1-12 month band, and with the profile above it is a defensible asking price.
Now degrade the picture. If two viral months are inflating that average and the normalized base is closer to $7,000, the same anchor math gives $70,000. If you cannot export analytics to prove the revenue and retention you claim, expect offers to drift toward the lower end of the band — at six months of revenue, that is $60,000. If the game visibly stalls whenever you stop updating it, buyers price the dependency the same way. A realistic illustrative range for this game is roughly $60,000 to $100,000, with documentation quality deciding which end you land on. When a buyer does commit, the money sits with a licensed escrow provider until the transfer is verified — see how escrow works.
And if your game earns nothing yet? Multiple math breaks down at zero, but the market does not. Games sell on audience, genre fit, and IP as well as revenue — just at steep discounts compared to monetized games. Romarket's listing floor is $200, and the low end of the market trades from a few hundred dollars.
Game worth vs account worth#
Search for "Roblox value calculator" and most of what you find measures something this page is not about: account value — limiteds, Robux balances, rare items. That is a different question with a hard stop attached, because selling or buying Roblox accounts is prohibited by Roblox's terms, full stop. No multiple applies to an asset you are not allowed to sell.
A game (an experience) is different in kind. It is a business asset: the experience itself, its code and content, the intellectual property, and the audience attached to it. Roblox's own help center warns that unsolicited offers to buy or sell experiences are "probably a scam" — and in the context that article addresses, random DMs proposing off-platform deals with no protection, it is right. But that framing predates the structured path that now exists: a written purchase agreement, escrowed payment, and Roblox's official experience ownership transfer feature, shipped in December 2024 and documented on the Creator Hub. For the full picture of what the rules allow, see whether you can buy and sell Roblox games.
This page describes platform policy and market practice as we understand them; it is not legal advice. For a specific transaction, consult a lawyer.
Sanity-checking your own number#
Reported headlines tell you the ceiling exists; the multiple framework tells you where your game sits under it. Run your trailing revenue through the valuation calculator with your genre anchor, then compare the result against current asking prices from sellers in your genre — remembering that asking prices are not sale prices, and that early-access inventory grows as new sellers join. If the number works for you, the next step is preparing proof a buyer can verify: that process is covered in how to sell a Roblox game.