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One breakout title = 99.9% of a studio's traffic: what Roblox's own public API shows about "genre template" games

Roblox exposes game and group stats through public, unauthenticated endpoints — no login, no scraping tricks: GET https://games.roblox.com/v1/games?universeIds=<id>,<id>,... GET https://games.roblox.com/v2/groups/<groupId>/games?limit=50 I used them to pull the full public games list for a few independent creator groups that each ship multiple games in the same cheap-to-build "obby" template genre (think: dozens of studios building the same core traversal loop with a different skin). The question was simple: within one studio's own catalog, how concentrated is traffic in the single best title versus everything else they've shipped? The answer is the same shape every time: a small number of throwaway builds with near-zero traffic, and one outlier that accounts for nearly all of the studio's lifetime visits. Not "most games do okay and one does great" — more like one game is the studio, traffic-wise, and the rest are lottery tickets that didn't hit. As a sanity check against numbers that are already public knowledge (no anonymity concern), I ran the same script against Uplift Games' group (id 295182): $ python3 fetch_group_stats.py 295182 Group 295182: 371 published experiment(s) Total lifetime visits across all games: 44,412,921,224 Top title alone: 44,377,094,324 visits (99.9% of the group's total traffic) Visit-count distribution: 0-10K: 355 game(s) 10K-500K: 12 game(s) 500K-5M: 2 game(s) 5M-50M: 1 game(s) > 50M: 1 game ( s ) One title (Adopt Me) is 99.9% of that group's entire lifetime traffic across 371 shipped experiments. Same power-law concentration as the smaller, anonymized groups in the full writeup — just at a much larger scale. Why this is more than a curiosity : if you're building in a genre like this, the template itself is clearly not the moat — everyone in it ships near-identical mechanics. The variance between a 45-visit build and a 700M-visit build using the same template looks like it's mostly about timing and whatever the discovery algorithm rewar

2026-08-12 原文 →
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Designing Clean Roblox GUIs: Grid, Contrast, and the 3-Click Rule

Designing Clean Roblox GUIs: Grid, Contrast, and the 3-Click Rule A Roblox game lives or dies by its UI. Players decide in seconds whether a game "feels" polished, and most of that feeling comes from the interface — health bars, inventory, shop buttons, loading screens. Yet a lot of Roblox GUIs are cluttered, low-contrast, and hard to tap on mobile. Here are the rules I keep coming back to. 1. Build on a grid, not by eye Roblox Studio's UIAspectRatioConstraint + UIGridLayout let you snap elements to a grid instead of dragging them freehand. Freehand layout looks fine on your monitor and breaks on every other screen. Pick a base cell size (e.g. 80×80) and make everything a multiple of it. A white health bar on a light background is invisible. Aim for at least 4.5:1 contrast on text and key elements. Dark UI over a dark game scene? Add a stroke — UIStroke is cheap and fixes readability instantly. 3. The 3-click rule A player should reach any core action (equip, buy, start) in 3 taps or fewer. If your shop is 4 menus deep, players leave before they spend Robux. Flatten it: one main HUD, one overlay panel per feature. 4. Mobile-first sizing Most Roblox players are on phones. A button that's comfortable on desktop is often too small to tap reliably on a 6" screen — minimum touch target ~48×48 px. Size with Scale , not Offset , so the UI scales with the viewport. 5. Reuse components Don't rebuild a button 12 times. Make one button template (Frame + TextLabel + UIStroke + UICorner + LocalScript) and clone it. This is the single biggest time-saver in Roblox UI work. The fast path If you'd rather not hand-roll every panel, a Roblox GUI maker lets you assemble common components and drop them straight into Studio — handy for prototyping before you commit to a fully custom design.

2026-08-08 原文 →