Virtual Items Policy

Virtual Items Policy

5 min

Game developers commonly create an in-game economy which lets players buy/earn virtual items, upgrades, currency, etc. Under our Terms of Use, developers must indicate the actual numerical odds of what players may receive when purchasing a random virtual item, either for Robux or other currency.

Purchased Random Rewards

For random virtual items which can be purchased using Robux or other in-game currency, you must indicate the actual numerical odds (such as 30%) of what players may receive:

You must also disclose the odds whether the user pays directly or indirectly. Here are examples of both scenarios:

Direct Purchase Indirect Purchase
As illustrated in the image above, a player has the opportunity to buy three magic charms in exchange for Robux. In this scenario, you must disclose the odds of what may be awarded before the player spends Robux. A player buys virtual coins in exchange for Robux (non-random purchase). Later, the player throws a virtual coin into a fountain to receive a random virtual item. In this scenario, you must disclose the odds of receiving each type of random item before the player throws the virtual coin into the fountain.

Earned Random Rewards

If your game offers random virtual rewards in exchange for completing an action that does not involve the payment of Robux or other currency, you aren’t required to disclose the odds. For example, if a player locates a key and is about to open a treasure chest, you don’t need to state the odds of what items are contained inside the chest.

  • in-game purchase
  • purchase
  • virtual items