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· via dev.to (home feed)

Roblox DevEx now pays three Robux rates, breaking single-constant calculators

Roblox payouts now blend a legacy $0.0035 rate, a $0.0038 standard rate and a $0.0054 U.S. 18+ rate, so any calculator built on one constant misstates creator earnings in both directions.

Roblox DevEx now pays three Robux rates, breaking single-constant calculators

One balance, three rates

For years, DevEx calculators, spreadsheets and in-game earnings panels all did roughly the same thing: multiply earned Robux by a single constant of 0.0035 US dollars. According to a post on dev.to, that assumption quietly broke. Roblox payouts have run on three separate rates since June 2026, and all three can apply to the same balance at the same time.

The legacy rate of $0.0035 covers Robux a creator already held before September 5, 2025. The standard rate rose to $0.0038 on that date and covers everything earned since, but Roblox did not convert existing balances — pre-existing Robux stay at $0.0035 and, per the post, cash out first.

The newest tier arrived on June 8, 2026: a $0.0054 rate on certain sales to U.S. players who have verified they are 18 or older. It applies to developer products, passes, subscriptions and private servers, and only in experiences that meet Roblox's character rules, which exclude R6 avatars. The post stresses that this rate runs in parallel with the standard one rather than replacing it.

The mixed-balance problem

Because a real balance is often a blend of all three tiers, a single constant is now wrong in both directions. The post works through an example: a creator with 75,000 earned Robux, of which 20,000 sat in the account before September 2025, 50,000 arrived after, and 5,000 came from qualifying 18+ purchases. A flat calculation at the standard rate gives $285, while the old constant gives $262.50. The correct figure is $287 — $70 from the legacy portion, $190 at the standard rate and $27 at the 18+ rate.

The gap looks trivial at that scale, but the author argues it is not for a group paying out a few million Robux a quarter.

Rounding and the cashout minimum

Roblox pays in dollars, so the author rounds to the cent at the end of the calculation rather than per component. Floating-point behaviour matters at the edges: 12,345 Robux at the standard rate is 46.911, which displays as $46.91. Going the other way, reaching $100 requires 26,316 Robux, because 26,315 works out to 99.997 — enough to render as $100.00 on screen while still falling short of the gross amount.

Because Roblox's own rounding behaviour is undocumented, the author treats these outputs as gross estimates and labels them as such in the interface. First-time cashouts also require 30,000 earned Robux, roughly $114 at the standard rate, and the post suggests showing creators how far they are from that threshold rather than only a dollar figure.

A module instead of a constant

Rather than retype the logic, the author packaged the rates, their history and the arithmetic into a Luau ModuleScript with no HTTP calls and no yielding. Its functions include conversions in both directions, a date-based rate lookup, a minimum-cashout check and a mixed-balance calculation that handles the blended case. The code is published on GitHub at supertj/devex-rates under an MIT licence, with the underlying data under CC BY 4.0 and a CI check that fails if the numbers in the Luau file drift out of sync with the JSON. Rates are re-verified against Roblox's documentation at least every 45 days, with the historical data sourced from LootTally's DevEx rates page.

Two questions remain open, according to the post: how Roblox handles the 10am PT cutoff on September 5, 2025 for Robux that landed that morning — the module applies the new rate to the whole day — and whether the 18+ tier is a first step toward further segmentation rather than a final shape.

Why it matters

Every earnings panel, payout spreadsheet and calculator built on the old single constant is now misstating creator income, sometimes overstating and sometimes understating it. The change also signals that Roblox is willing to vary payout rates by buyer demographics and experience characteristics, so tooling authors should expect the rate table to keep evolving rather than hard-coding any single number again. Open, versioned rate data with automated consistency checks is the pattern the author proposes, and anyone building creator-facing money features on Roblox likely needs something equivalent — along with clear labelling that on-screen figures are estimates, not guaranteed payouts.

  • #roblox
  • #devex
  • #luau
  • #open-source
  • #game-development

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