CatalystSupreme
531 posts

CatalystSupreme
@CatalystSu60268
Roblox Developer | 200M+ Visits 📩Discord - @catalystdev1
Katılım Eylül 2023
506 Takip Edilen146 Takipçiler

@EvanZir and because of roblox i earns money and helped my family 😁
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For new Roblox developers trying to figure out how to succeed on the platform, I wanted to share my story.
I started playing Roblox when I was 9 years old in February 2013.
I hopped the fence to my next door neighbor and best friend’s house, I walk in and he was playing a game on his laptop called Boat Wars. I remember standing behind him watching and asking what he was doing. He told me it was a platform called Roblox. It looked interesting, so I went home and made an account.
Almost immediately after starting, my friend and I began using the old Roblox build mode, many of you probably don’t even know what that is. It let you create your own place via the website, not studio, and Roblox would give you building tools in your toolbar to use while walking around like normal.
Instead of just playing games, we were messing around building random things together. Truly like digital legos. That’s what really hooked me on the platform.
One of the first projects I worked on was a “game” my friends and I made in 2014 called The War Life. It was a huge open world using the old generated voxel terrain, this was before smooth terrain. We built castles, watchtowers and bridges by hand in build mode, added enabled gear so you could use it to fight with, and even created secret caves and underground catacombs.
Looking back, it was not that good of a game haha, but to us it felt awesome.
I didn’t make any money as a Roblox dev when I was younger. Instead, I started streaming on Twitch in 2015. Over time I grew an audience and met a lot of people in the Roblox community, many of whom I’m still friends with and work with today.
There were a few moments early on where I realized Roblox could actually become a real job.
One was when I started making money from Twitch. In 2016 I started receiving donations and a few years later unlocking subscriptions and bits, all from streaming Roblox. Many of my top donators were Roblox devs. Even though I wasn’t earning money directly from Roblox it still gave me, and my parents, the idea that earning money on the internet was even possible.
Another notable moment was when I went to RDC 2017. I remember going out to dinner and ScriptOn and Widgeon covered a $700+ restaurant bill for a large group of us. As a 14-year-old, that absolutely blew my mind. It’s one thing earning a few hundred dollars from Twitch or music commissions like I did, it’s another to see developers drop that kind of money on dinner while being so kind by paying for everyone.
Along the way not everyone believed in what I was doing, there were both online friends and IRL friends who told me things like:
“You don’t have enough experience to make a good game.”
“You’re not a good game designer.”
“What are you going to do after high school? You can’t make enough money to live doing this.”
People tried to belittle what I was doing or make it sound unrealistic, and largely they could have been right, but I ignored them.
One of the hardest things when you’re starting out is actually releasing something.
When you’re new, you feel like everything needs to be perfect before launch. You polish endlessly. Then you finally release… and you realize there were a hundred things you missed. The game flops. Staying motivated after that is hard. But those experiences are part of the process.
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CatalystSupreme retweetledi

Unpopular opinion:
Most Roblox devs aren’t building games, they’re building Twitter screenshots.
CCU peaks.
Revenue graphs.
Benchmark percentiles.
Have you noticed that most people who post a screenshot of their game peaking at 25k CCU are at 30 players just a month or two later? They’re building games that peak high but don’t last.
The studios that are most successful work towards something way less flashy:
Retention.
Not “add a new pet” or “drop a random update and change the thumbnail cause CCU dipped.”
Instead they prioritize:
• Gameplay systems that get deeper overtime and ease players into them
• Progression that feels meaningful
• Live ops that are intentional, not desperate
@Twin_Atlas is a great example of this.
A spike feels good for a weekend and makes for a nice screenshot to post on Twitter.
A well-designed game retains players who will continue spending their time and money for years.
It’s a skill, and it’s learnable, but not to say it’s easy.
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@Twoket9 I THINK THIS ONE THE JUMP INTO TEMPLATE SAME OF AYMI GATITO TEMPLATE
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The game I bought from Roon was worth $2k USD
It was hitting algo, stats were good, 1.6k ccu and rev was growing too
Within a day of buying it, the original creators reached out to me and told me the entire game was stolen
After some back and forth, Roon decided to change the entire game with his own template
The game almost immediately started to die, these are the new stats:

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