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The Monetization Audit workflow maps every revenue stream in your game, evaluates each for technical correctness and conversion potential, surfaces genre-appropriate monetization you may be missing, and flags any patterns that could damage player trust or violate Roblox policies. It covers nine steps from current-state inventory through an ethical review and a final recommendations report ordered by impact-to-effort ratio. Use this workflow on an existing game to improve revenue, or after the New Game workflow to add monetization to a freshly built project. Trigger: “Audit my monetization”, “improve my revenue”, “add monetization to my game”, “review my game passes”.
1

Current State Scan

Claude maps all existing monetization before making any recommendations.
Uses get_project_structure to locate all scripts, then grep_scripts to search for: MarketplaceService, PromptGamePassPurchase, PromptProductPurchase, UserOwnsGamePassAsync, ProcessReceipt, PromptPremiumPurchase, PlayerMembershipChanged, and PolicyService.The output is a complete monetization inventory: every GamePass (name, ID, price, what it grants), every DevProduct (name, ID, price, benefit, repeat-purchase behavior), Premium integration status, and any ad placements.
2

GamePass Review

Claude evaluates each GamePass for value clarity, pricing, and discoverability.Value clarity check — for each GamePass:
  • Is the benefit immediately obvious from the name and description?
  • Does the player know exactly what they get before purchasing?
  • Is the benefit meaningful enough to justify the price?
  • Is this a lasting permanent benefit (not a one-time consumable dressed as a permanent pass)?
Pricing benchmarks:
Price RangeCategoryGuidance
Under 50 R$Impulse buyGood for small conveniences
50–200 R$StandardShould provide clear, ongoing value
200–1000 R$PremiumMust provide significant, game-changing benefit
Over 1000 R$WhaleOnly justified for truly transformative features (VIP access, major perks)
Discoverability check:
  • Are GamePasses surfaced in-game at the right moment, not just buried in the game page store?
  • Does the player experience the lack of the benefit before being prompted? (Show the value gap before asking for money.)
  • Is there an in-game shop UI, or are players expected to find passes on the Roblox game page?
Common issues Claude flags:
  • Overpowered passes — A single pass that trivializes the core loop, killing long-term engagement
  • Underpowered passes — Passes offering so little value no one buys them
  • Duplicate value — Multiple passes with overlapping benefits confusing the buyer
  • Missing passes — Obvious gaps (e.g., a simulator with no auto-collect pass)
3

DevProduct Review

Claude evaluates Developer Products (consumables) for compelling repeat-purchase design and technical correctness.Compelling design check:
  • Does the product solve a real player need (not an artificial gate)?
  • Is the benefit immediate and satisfying?
  • Does buying feel rewarding, not punishing (avoid “pay to remove annoyance” patterns)?
Pricing for repeat purchase:
  • Are products priced to encourage multiple purchases per session?
  • Is there a quantity tier system (e.g., 100 coins for 50 R,500coinsfor200R, 500 coins for 200 R, 1,000 coins for 350 R$)?
  • Do larger bundles offer meaningful discounts?
ProcessReceipt correctness — This is the most critical technical check for DevProducts:
-- CORRECT: grant THEN acknowledge
MarketplaceService.ProcessReceipt = function(receiptInfo)
    local player = Players:GetPlayerByUserId(receiptInfo.PlayerId)
    if not player then
        return Enum.ProductPurchaseDecision.NotProcessedYet
    end

    local success = grantProduct(player, receiptInfo.ProductId)
    if not success then
        return Enum.ProductPurchaseDecision.NotProcessedYet
    end

    -- Save to DataStore BEFORE acknowledging the purchase
    local saved = savePlayerData(player)
    if not saved then
        return Enum.ProductPurchaseDecision.NotProcessedYet
    end

    return Enum.ProductPurchaseDecision.PurchaseGranted
end
Common ProcessReceipt mistakes Claude catches:
  • Returning PurchaseGranted before saving to DataStore — data loss on server crash
  • Not handling the case where the player left before receipt processing
  • Not handling unknown ProductId values
  • Multiple ProcessReceipt assignments in different scripts (only the last one active wins)
4

Missing Opportunities

Claude suggests genre-appropriate monetization the game is not currently using.
  • Auto-collect / auto-farm pass
  • 2× multiplier passes (coins, XP, damage)
  • Extra inventory/storage slots
  • Exclusive areas or zones
  • Pet/companion eggs (repeatable DevProduct)
  • Lucky/rare boost (temporary DevProduct)
  • Instant rebirth (DevProduct)
5

Pricing Analysis

Claude compares current pricing to Roblox platform norms and genre competition.
CategoryTypical RangeNotes
Utility GamePass (2× coins, auto-collect)49–199 R$Most common range
VIP GamePass99–499 R$Depends heavily on benefits
Cosmetic GamePass25–149 R$Lower perceived value than utility
Currency bundle (small)25–49 R$Impulse buy trigger
Currency bundle (medium)99–199 R$Best value ratio
Currency bundle (large)399–999 R$Whale pricing
Skip/boost (DevProduct)5–25 R$Micro-transaction range
Analysis steps:
  1. List each product with its current price
  2. Compare to genre competitors (top games in the same genre)
  3. Flag products priced significantly above or below market norms
  4. Evaluate if the price-to-value ratio encourages or discourages purchase
  5. Recommend price adjustments with reasoning
6

Premium Integration Check

Claude evaluates Roblox Premium membership integration.
  • Premium detection — Game checks player.MembershipType == Enum.MembershipType.Premium correctly
  • Premium benefits — Premium players receive meaningful but not game-breaking perks (e.g., 10–20% bonus currency, exclusive cosmetics, daily bonus)
  • Premium promptMarketplaceService:PromptPremiumPurchase() is offered at an appropriate moment — not on join, not during critical gameplay
  • Premium payouts — The game earns Premium Payouts based on Premium player engagement time (more Premium play time = more passive revenue)
  • Membership change handlingPlayers.PlayerMembershipChanged is connected to update benefits if a player subscribes mid-session
If no Premium integration exists, Claude recommends adding it as a low-effort passive revenue stream. Premium benefits should incentivize Premium players to keep playing (engagement drives payouts), not just give a one-time bonus.
7

Ad Integration Evaluation

Claude evaluates whether advertising fits the game and complies with Roblox policies.Immersive Ads (Roblox native) — In-game ad placements (billboards, portals) that do not disrupt gameplay. Revenue is passive, based on impressions. Claude checks whether the game has natural ad placement locations (lobby walls, loading areas, spectator areas).Rewarded Video Ads — Players opt in to watch an ad in exchange for in-game rewards. Must comply with Roblox policies: PolicyService:GetPolicyInfoForPlayerAsync() must be called to check eligibility by region before showing ads.
-- Always check policy before showing ads
local PolicyService = game:GetService("PolicyService")

local function canShowAds(player)
    local success, policyInfo = pcall(function()
        return PolicyService:GetPolicyInfoForPlayerAsync(player)
    end)
    if not success then return false end
    return policyInfo.AreAdsAllowed
end
Ad guidelines:
  • Ads must never be mandatory or block gameplay
  • Ad rewards must not undermine paid monetization (a free ad reward must not equal a purchased DevProduct)
  • Test ad frequency — too many ads drive players away faster than they generate revenue
8

Ethical Review

Claude flags predatory or player-hostile monetization patterns.
  • Pay-to-win — Can paying players gain unfair competitive advantages over non-paying players in PvP or leaderboard contexts?
  • Artificial friction — Are gameplay pain points deliberately created to sell the solution? (e.g., absurdly slow progression without a boost)
  • Hidden odds — Are random reward mechanics (loot boxes, egg hatching) transparent about their drop rates?
  • Pressure tactics — Are limited-time offers with countdown timers designed to prevent rational decision-making?
  • Currency obfuscation — Do multiple layers of virtual currency obscure real-money costs?
  • Sunk cost exploitation — Are systems designed to make players feel they must keep spending to justify past spending?
  • Incomplete without purchase — Is core gameplay unplayable or unenjoyable without spending money?
Ethical guidelines Claude applies:
  • Free players must be able to enjoy the full core game experience
  • Paid features should provide convenience, cosmetics, or acceleration — not lock free players out of the core loop
  • Random reward odds should be disclosed or easily discoverable
  • Purchase prompts must not interrupt critical gameplay moments
  • The game should be genuinely fun before asking for money
9

Recommendations Report

Claude compiles all findings into an actionable report, ordered by impact-to-effort ratio (quick wins first).
## Monetization Audit Report

### Current Revenue Streams
- [All existing GamePasses, DevProducts, Premium status, Ad placements]

### Revenue Optimization Opportunities
1. [Opportunity] — [Expected impact] — [Implementation effort]

### Pricing Adjustments
- [Product]: Current [X R$] → Recommended [Y R$] — [Reasoning]

### Missing Monetization
- [Suggestion] — [Why it fits this game] — [Recommended price]

### Technical Issues
- [ProcessReceipt bugs, missing ownership checks, etc.]

### Ethical Concerns
- [Flagged issues with severity and recommendation]

### Priority Actions
1. [Highest impact, lowest effort]
2. ...

### Estimated Revenue Impact
- [Qualitative: significant / moderate / minor improvement expected]
For implementation details on MarketplaceService, ProcessReceipt patterns, GamePass ownership checks, and Premium payout optimization, see Monetization Systems.

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