Roblox monetization
Read ../../references/roblox-engineering.md. Inspect the product catalog, prompt path, receipt owner, persistence layer, and every grant path before editing purchase code.
Separate prompting from fulfillment
- The client may request a purchase prompt, but never supplies the trusted product, price, ownership, or grant result. Resolve products through server-owned configuration.
- Fulfill developer products through one server-owned
MarketplaceService.ProcessReceipt callback. A prompt-finished event is presentation feedback, not proof that payment settled.
- Validate the product and recipient. If the recipient or required data is unavailable, defer fulfillment rather than guessing or dropping the receipt.
- Make fulfillment atomic and idempotent around the receipt's purchase identifier. Persist the receipt record and durable grant together when the data model permits it; retries must converge on the existing outcome.
- Return the granted decision only after the durable grant is confirmed. On a transient storage or fulfillment failure, return the current not-processed decision so Roblox can retry.
- Derive pass or subscription entitlement from current server-side marketplace APIs and repository policy. Purchase prompts and client caches do not permanently confer access.
- Keep catalog identifiers centralized. Treat prices, regional behavior, platform policy, and exact marketplace APIs as time-sensitive and verify them against current official Roblox documentation.
- Consequential randomized products also follow
$roblox-security: choose the outcome on the server, bind it to the durable receipt outcome, and do not allow retries to reroll it.
Deliverable
Describe the prompt path, fulfillment owner, receipt state machine, durable record, duplicate behavior, unknown-product behavior, and failure/retry policy. Add deterministic tests for duplicate callbacks, reconnects, unavailable players, storage failure, and unknown products. The user performs purchase testing in Studio; never invoke MCP playtest controls.
1---2name: roblox-monetization3description: Design or review Roblox developer products, passes, subscriptions, and retry-safe purchase fulfillment.4---56# Roblox monetization78Read [`../../references/roblox-engineering.md`](../../references/roblox-engineering.md). Inspect the product catalog, prompt path, receipt owner, persistence layer, and every grant path before editing purchase code.910## Separate prompting from fulfillment1112- The client may request a purchase prompt, but never supplies the trusted product, price, ownership, or grant result. Resolve products through server-owned configuration.13- Fulfill developer products through one server-owned `MarketplaceService.ProcessReceipt` callback. A prompt-finished event is presentation feedback, not proof that payment settled.14- Validate the product and recipient. If the recipient or required data is unavailable, defer fulfillment rather than guessing or dropping the receipt.15- Make fulfillment atomic and idempotent around the receipt's purchase identifier. Persist the receipt record and durable grant together when the data model permits it; retries must converge on the existing outcome.16- Return the granted decision only after the durable grant is confirmed. On a transient storage or fulfillment failure, return the current not-processed decision so Roblox can retry.17- Derive pass or subscription entitlement from current server-side marketplace APIs and repository policy. Purchase prompts and client caches do not permanently confer access.18- Keep catalog identifiers centralized. Treat prices, regional behavior, platform policy, and exact marketplace APIs as time-sensitive and verify them against current official Roblox documentation.19- Consequential randomized products also follow `$roblox-security`: choose the outcome on the server, bind it to the durable receipt outcome, and do not allow retries to reroll it.2021## Deliverable2223Describe the prompt path, fulfillment owner, receipt state machine, durable record, duplicate behavior, unknown-product behavior, and failure/retry policy. Add deterministic tests for duplicate callbacks, reconnects, unavailable players, storage failure, and unknown products. The user performs purchase testing in Studio; never invoke MCP playtest controls.