Summary verdict
Both models pay you the same 70% creator share after Roblox’s 30% marketplace fee — so the choice is not about which keeps more per Robux. It is about timing and reliability of the payment:
- A game pass pays you once, the moment someone buys. The revenue is locked in and easy to forecast from price and sales volume.
- A subscription pays you the 70% share every billing period — but only while the member keeps renewing. It can earn far more per member than a pass, or far less, depending entirely on retention.
A practical rule: start with a game pass unless your experience already delivers ongoing value that members would happily pay for again next month. Add subscriptions when you can point to a reason people stay, not just a reason they buy once.
The one number that decides it: break-even renewals
Because both models pay the 70% share, a subscription only beats a pass once a member has renewed enough times to clear the pass’s one-time payout. A worked example with round numbers:
| Offer | Price | You keep (70%) | When you are paid |
|---|---|---|---|
| Game pass | 200 Robux | 140 Robux | Once, at purchase |
| Subscription | 100 Robux / period | 70 Robux / period | Every period the member stays |
In this example the subscription ties the pass after 2 periods (2 × 70 = 140) and only pulls ahead from the 3rd renewal on (3 × 70 = 210). So every member who subscribes and lapses within the first period earns you 70 Robux — half of what the same person would have paid for the pass. The subscription wins on your loyal members and loses on your casual ones. That is the trade you are actually making.
Use your own price points in the calculators, but keep this shape in mind: a subscription is a bet that the average member renews past your break-even number of periods.
When each revenue model is the better fit
Open the calculator that matches the model you are actually planning instead of forcing one offer type into the wrong workflow.
Subscription Revenue Calculator
Choose this when you are modeling a recurring offer with separate assumptions for new and renewing subscribers.
Choose this when:
- You want to see how subscriber count and renewals change revenue over time, not per sale.
- Your experience delivers ongoing value (new content, perks, status) that justifies paying again.
- You want a recurring-revenue estimate before thinking about DevEx value.
Pros:
- Models the renewal curve instead of flattening it into one sale
- Separates new subscribers from renewals
- Captures upside from loyal, long-staying members
Cons:
- Depends on a retention assumption you may not have data for yet
- A member who lapses early earns less than a one-time pass would have
Game Pass Revenue Calculator
Choose this when you need a simpler one-time pricing model tied directly to per-sale creator proceeds.
Choose this when:
- You are pricing a permanent unlock, access tier, or convenience purchase.
- You want per-sale math (
price × 70% × sales) with no retention guesswork. - You need a fast path from list price to expected creator earnings.
Pros:
- Simplest model to price and forecast
- Revenue is locked in at purchase — no churn risk
- Easy to explain to players as a one-time unlock
Cons:
- Does not create recurring revenue by itself
- Growth depends on a continuous supply of new buyers
Comparison table
| Decision area | Subscriptions | Game passes |
|---|---|---|
| Creator share | 70% after the 30% fee | 70% after the 30% fee |
| Revenue timing | Recurring, every period a member renews | One-time, at purchase |
| Forecasting inputs | Price, new subscribers, and a renewal rate | Price and sales volume |
| Churn risk | High — lapsed members stop paying | None after the sale clears |
| Per-member ceiling | Unbounded (grows with each renewal) | Capped at one payout |
| Best fit | Ongoing perks, membership-style value | Permanent unlocks, access tiers, convenience |
| Easier to launch first | No | Yes |
Use-case breakdown
You are launching a new experience and want lower pricing complexity
Start with game pass revenue planning. A pass is priced around one-time value and does not depend on a renewal curve you cannot yet predict.
You already have repeat engagement and member-style perks
Model subscription revenue first. If members keep coming back for new value, the per-member ceiling of a subscription is what makes it worth the added complexity.
You need quick creator-proceeds math from a listed price
Use the game pass calculator. Per-sale earnings (price × 70% × sales) are immediate when the offer is one-time.
You want to test how much renewals could change long-run revenue
Use the subscription calculator. It separates new subscribers from renewals so you can stress-test optimistic and pessimistic retention side by side.
You still have not documented the assumptions behind the numbers
Pause and write the input assumptions down first. Both models look convincing when the math is clean — but for subscriptions the renewal rate is doing most of the work, so it has to stay visible if the comparison is going to inform a real decision.