Roblox devs flex CCU way too much.
CCU is obviously important, but it’s only one part of the picture.
A game can pull crazy traffic and still monetize badly if the audience has low spend intent, weak retention, or the game has no real depth past the first session.
Meanwhile, a smaller game with a loyal playerbase, strong progression, good offers, and high ARPDAU can quietly outperform games with way more players.
CCU shows attention.
It does not automatically show how strong the business is.
Escape Tsunami is honestly a perfect example of this. Players clearly don’t care as much as devs think, but I still think super low-quality assets can hurt in some cases.
Adopt Me is a good example. A big part of its success is the cute, polished pets. If the pets looked like the Escape Tsunami brainrots, I doubt it would’ve hit the same.
⚠️ Just to be clear, my goal with these posts is only to share things I learn while developing. I’m not saying I know everything, and I’m always open to being wrong. If you disagree, that’s completely fine, just please keep it respectful.
The real goal is not just getting players in.
A good icon and thumbnail can get the click.
But the actual game has to make players understand what to do, feel rewarded, trust the quality, and want to come back.
The first session matters way more than people think.
#Roblox #RobloxDev
⚠️ Just to be clear, my goal with these posts is only to share things I learn while developing. I’m not saying I know everything, and I’m always open to being wrong. If you disagree, that’s completely fine, just please keep it respectful.
A lot of devs mistake simple for low effort.
Some of the biggest Roblox games are simple because simple is easier to understand, easier to replay, and easier to get addicted to.
The hard part isn’t making 50 systems.
The hard part is making one clear loop that millions of players instantly understand.
#Roblox #RobloxDev
⚠️ Just to be clear, my goal with these posts is only to share things I learn while developing. I’m not saying I know everything, and I’m always open to being wrong. If you disagree, that’s completely fine, just please keep it respectful.
I feel like devs underrate how much “feel” matters.
Animations, sounds, UI, pacing, camera, feedback, reward timing, and responsiveness can make the same exact loop feel either cheap or addictive.
A low quality game can spike.
A polished game is way more likely to last.
#Roblox #RobloxDev
Quick heads up, I’ve fully swapped over to @JoshDevvs.
From now on, I’ll be using JoshDevvs on every platform. If you see anyone using a different username pretending to be me, it’s not me.
Be careful and keep this in mind, thanks ❤️
Heads up, I did a small rebrand.
More updates are coming in the next few days, but for now, please keep this in mind:
All of my personal social media accounts now go by JoshDevvv. Anyone else claiming to be me is not me. Please be careful and always double-check the username before interacting.
If you see anyone trying to impersonate me, please don’t interact with them. Just report the account.
Also, I’m starting to separate myself from the “Funishment” name a bit. I still own the studio and will continue leading it, but Funishment is becoming its own brand with its own social accounts.
I mainly wanted to give myself a more personal identity while keeping the business side separate from my personal socials.
⚠️ Just to be clear, my goal with these posts is only to share things I learn while developing.
I’m not saying I know everything, and I’m always open to being wrong.
If you disagree, that’s completely fine, just please keep it respectful.
Most devs overthink features and underthink the loop.
You can add brainrots, eggs, worlds, quests, codes, passes, and a million systems...
but if the core loop doesn’t feel good, none of it really matters.
The game has to feel clean, rewarding, and obvious first.
Everything else is just support.
#Roblox #RobloxDev