Game Passes – One‑Time Purchases
Game Passes – One‑Time Purchases
Game passes let you create special items that can only be bought once per player using Robux (). Examples are special access to a
articles/Collision Filtering Team Doors|restricted area, an in-game avatar item, or a permanent power-up.
Creating a Game Pass
To make a new game pass, go to the Create page on the Roblox website. Once there, make sure that the My Creations tab is selected and that Games is selected in the left column.
Now follow these steps to create a game pass:
- Determine the game you want to create a pass for.
- In the settings drop-down menu on the right-hand side, select Create Game Pass.
Create an Icon
Game pass icons should be designed using a template of 150×150 pixels or larger, as follows:
- In an image editing application, design a circular game pass. The final icon will be trimmed/cropped into a circular image, so you shouldn’t include important details outside the circular boundaries.
- Save the game pass image in .jpg, .gif, .png, .tga, or .bmp format.
Upload the Pass
The next step in the creation process is uploading the pass:
- Back on the Roblox website, click the small button next to Find your image.
- Find the game pass image on your computer and confirm that you’d like to upload it.
- Type in a name and description for the game pass. Remember that players will see this on your game’s page, so be creative and accurately describe what the pass does.
- When you’re ready, click Preview. On the next screen, review the details for the game pass and click Verify Upload.
Configure the Pass
Once you’ve created the game pass, it will appear on the same page, slightly further down. The final step is configuring the pass so players can buy it.
- Select Configure from the right-side pull down menu for the new pass.
- On the configuration page, click the Sales tab.
- Click the Item for Sale toggle switch to make the pass available to players.
- Set the price (in Robux) for players. Notice that the price affects how many Robux you will earn for each sale.
- Click the Save button to confirm your settings.
Giving Game Passes an Effect
Once a player buys a game pass, they will naturally expect to get its special ability or bonus when they start playing. This does not happen automatically, so you must check which players already own the pass and assign the ability/bonus to them.
This example script checks when any player enters the game and then checks if they own the game pass with the matching ID set in the variable
local MarketplaceService = game:GetService("MarketplaceService") local Players = game:GetService("Players") local gamePassID = 0000000 -- Change this to your game pass ID local function onPlayerAdded(player) local hasPass = false -- Check if the player already owns the game pass local success, message = pcall(function() hasPass = MarketplaceService:UserOwnsGamePassAsync(player.UserId, gamePassID) end) -- If there's an error, issue a warning and exit the function if not success then warn("Error while checking if player has pass: " .. tostring(message)) return end if hasPass == true then print(player.Name .. " owns the game pass with ID " .. gamePassID) -- Assign this player the ability or bonus related to the game pass -- end end -- Connect "PlayerAdded" events to the "onPlayerAdded()" function Players.PlayerAdded:Connect(onPlayerAdded)
Scriptobject (not a
ServerScriptServiceso the server can handle the ability or bonus given to the player.
Prompting In-Game Purchases
Players can buy game passes directly from your game’s main page by clicking the Store tab and browsing the game passes you’ve made available to them:
However, it’s also a great idea to offer in-game purchases to players through a shop or vendor NPC within the game. The following scripts are a basic model for prompting players to buy a game pass.
This code should be located in a
Script object (not a
ServerScriptService so the server can handle the ability or bonus given to the player.
local MarketplaceService = game:GetService("MarketplaceService") local gamePassID = 0000000 -- Change this to your game pass ID -- Function to handle a completed prompt and purchase local function onPromptGamePassPurchaseFinished(player, purchasedPassID, purchaseSuccess) if purchaseSuccess == true and purchasedPassID == gamePassID then print(player.Name .. " purchased the game pass with ID " .. gamePassID) -- Assign this player the ability or bonus related to the game pass -- end end -- Connect "PromptGamePassPurchaseFinished" events to the "onPromptGamePassPurchaseFinished()" function MarketplaceService.PromptGamePassPurchaseFinished:Connect(onPromptGamePassPurchaseFinished)
This code can be placed in a
LocalScript and the
promptPurchase() function can be called when the player presses a
Articles/Creating GUI Buttons|button, when their character touches a part, or whatever fits your game design.
local MarketplaceService = game:GetService("MarketplaceService") local Players = game:GetService("Players") local gamePassID = 0000000 -- Change this to your game pass ID -- Function to prompt purchase of the game pass local function promptPurchase() local player = Players.LocalPlayer local hasPass = false local success, message = pcall(function() hasPass = MarketplaceService:UserOwnsGamePassAsync(player.UserId, gamePassID) end) if not success then warn("Error while checking if player has pass: " .. tostring(message)) return end if hasPass then -- Player already owns the game pass; tell them somehow else -- Player does NOT own the game pass; prompt them to purchase MarketplaceService:PromptGamePassPurchase(player, gamePassID) end end
articles/Get and Analyze Revenue Data|here. If you want to track player-specific purchase history, it's your responsibility to store the data, typically with
Articles/Data store|data stores.