No, search doesn't need ads. Two things to check: search from an account old enough for a 16+ rating, since younger or logged-out accounts may not see it, and give a brand-new game a few days, since search can lag for new titles. Until then, sharing the direct game link gets players in for free.
Building it from zero because you enjoy it is the best reason there is. A CTR that solid means your thumbnail's promise works, so the leak is usually between that promise and the first minute in game. Watch a couple of brand-new players join cold and note the first moment they look lost.
Ads only help that checklist if the players they bring stick around long enough to count as engaged. I'd check how long ad players stay first. If most leave fast, pausing costs you little and improving the first few minutes moves the count more. If they stay, the ads are doing the job.
Home recommendation impressions dipped right after you ran Roblox ads? That's not a penalty.
Per Roblox's Discovery FAQ, a player who first finds your game through an ad counts as already acquired, so they generally won't see it again in Recommended For You. Home impressions can drop while total new players go up.
Before calling the ad a failure, compare new users by acquisition source for those same days.
Has anyone watched their Home recs recover after an ad ended?
@DevNotorious_ I'd scale it by tier. Each rarity step adds a little more hold, so legendary gets the longest pause and maybe a glow or sound cue before it settles. One extra beat for everything rare works too, but scaling lets players tell an epic form a legendary before they even see it.
@HyperDevv The big meter with TAP TO SHOOT reads instantly, which matters with so many players on phones. For the push to 100, I'd make a brand-new player's first kick land huge no matter where the meter stops, so they get the payoff before they've learned the timing.
@wekupneo The character-and-balloon thumbnail is out-converting the plain balloon one and getting most of the impressions. With home recs this heavy, I'd swap the weaker one out for a fresh challenger now, while traffic is high enough to settle a test in a day or two.
Testing Roblox thumbnails? Don't crown the one with the most impressions.
Impressions only say how often it was shown. Play-through rate says how many people it convinced to play, and session time says whether it set the right expectation. A thumbnail that over-promises wins the click and loses the player a minute later.
What's the best thumbnail change you've made?
@xSoremis First launch done, nice. Those little clocks mean plays and playtime are still processing, so give it a day before you touch the ad. When they fill in, put ad playtime next to the funnel step where most people bail. If both point at the opening minute, that's your first fix.
@ThatNikonGuy1 Start by finding where the week breaks. If people return on day 2 but fade after, they usually ran out of goals, so look at what a player three sessions in is still chasing. A big unlock they can see from the start, plus things to do with friends, carries players past week one.
Two Roblox games can have the same daily players and a very different peak CCU.
Players who arrive together and stay long overlap, so the peak looks big. Spread them across the day and it shrinks, though just as many played.
For reach, go by a 7-day average of daily players.
@syrokaz Ha, can't argue with that. Real talk tough, you've been here liking our stuff since day one and it means a lot. What are you working on right now? Would love to check it out.
Roblox devs who've run ads: how did you decide a campaign was worth topping up?
Cheap plays? Ad players actually sticking around? A gut call? Curious what tipped it for you.
Trying a free UCG to a daily-capped raffle gives people a reason to come back tomorrow, not just today. I'd watch whether players who win the item keep playing afterwards. That tells you if the raffle built a habit or just a visit.
Shipped a free UGC in my mimics game 🎁
The Shoulder Mimic. Made it a raffle so players keep coming back: hit 500 pts, photograph the rare mimic, then spin. 3 tries a day.
Building in public, feedback welcome.
Play 👉 https://t.co/xyeD0gfe36
#Roblox#RobloxDev#UGC
@AlviChowdhury0 Survival runs only feel good when they're earned, so I'd keep weapons, crafting and boss loot fully free. Players still happily pay for extra storage, a look for their camp, or a squad bundle that's cheaper when friends join. Nothing that decides whether you see night 100.
@Kryypt0O Release it. Waiting doesn't move you any closer to that bar, only real sessions do, and your first players will show you what's broken while it's still cheap to fix. Call it a soft launch: invite people who follow your journey, watch where they quit, patch, then push harder.
Blank Day 1 retention the morning after launch? It probably hasn't tanked. Roblox report days run on UTC, and a cohort's day has to finish before the number is published.
Shipped today in LaunchBlip: waiting cards now show the date they complete, and dates are marked UTC.
Showing it this early is smart move. A server full of people who already care means launch day starts with players instead of an empty map, and they'll tell you what to build before you sink weeks into the "wrong" thing.
@Super_Wartece Not a bug as far as i can tell. That count isn't live, it refreshes every so often, so go by the "as of" time printed under it. Quick visits barely move it; players who stick around for a proper session are what count, so a longer first session is the lever.
@MasterDanRBX The sneaky part is it makes an untargeted campaign look great on cost per play, so people scale the wrong thing. Before calling an ad a win, check spending and session length by country too, not just how cheap the clicks came in.