Subscriptions on Roblox: why there is no Bronze, Silver and Gold plan
A subscription charges monthly and the benefit depends on the payment continuing. The restriction that kills most plans designed on paper is that it is single-tier: mutually exclusive plans do not exist on the platform.
Produced with AI from the sources cited below, and checked by automated verification against those same sources. No person read this text before publication. Editorial Policy

Most Roblox game subscription plans die on paper, and they always die the same way: somebody designs Bronze, Silver and Gold, each better than the last, and discovers at the moment of creating them that the platform does not do that.
This guide explains what a subscription is, what it cannot be, and the two ways of charging — which are different businesses, not two options for the same thing.
The problem
Starting with the definition: an in-game subscription offers a recurring benefit for a monthly fee. The official comparison with a pass is the quickest way to understand it — a pass's benefit is granted indefinitely; a subscription's depends on the user continuing to pay.
That changes what you can promise. A pass is a sale; a subscription is a relationship that has to be renewed every month, with automatic renewal and with the possibility of cancellation at any time. A benefit the player perceives as "mine" and that disappears when they stop paying is a source of frustration the design has to anticipate, not discover.
And here is the restriction that kills the three-tier plan: subscriptions on Roblox are single-tier. All of a game's subscriptions can be owned at the same time by the same user, and mutually exclusive subscriptions are not supported.
It is not a temporary technical limitation you can work around with a script. It is the model: if you create Bronze, Silver and Gold, nothing stops a player subscribing to all three at once and paying three monthly fees for overlapping benefits. The documentation is explicit in forbidding that design, citing those three names as an example of what not to do, and requires each subscription to represent a distinct set of benefits.
The mental switch that solves it: stop thinking in tiers and start thinking in subjects. Instead of "more of the same, more expensive", one subscription for convenience, another for cosmetics, another for access. They are different things, they can coexist, and anyone subscribing to two is not paying twice for the same thing.
There is a second consequence of automatic renewal the design has to absorb from day one: the player is going to cancel. It is not a hypothesis, it is how any subscription normally works — part of the base cancels every month, and part comes back later. What your game does at that moment is a product decision, and it shows up in the code.
If the benefit was a currency already spent, there is nothing to undo. If it was access to an area, the access has to close. If it was an equipped cosmetic item, it has to come off — and there lives a delicate decision, because taking something out of someone's hands while they were using it is the fastest way to turn a former subscriber into a detractor. A benefit you can grant and withdraw cleanly, without it feeling like confiscation, is what makes a subscription work in the long run.
The practical rule that comes out of that: prefer a benefit that renews to a benefit that accumulates. A daily bonus while the subscription is active ends by itself when it ends. A permanent item handed over at the moment of subscribing does not — and taking it away afterwards runs straight into the rule against revoking a benefit behind the scenes.
Step by step
1. Choose the currency before anything else. A subscription is auto-renewing and can be charged in local currency or in Robux — and that choice defines eligibility, countries, price and payout.
In Robux: available to every creator, on every platform, in every country Roblox serves, with a free price from 49 Robux upwards, regional pricing on by default and impossible to switch off, and a payout of 70 per cent of earnings every month.
In local currency: it requires an account verified by ID or phone, it works on the Web, the App Store and Google Play, it is unavailable in a list of countries that includes Argentina, China, Colombia, India, Indonesia, Japan, Russia and Taiwan, the price comes from fixed bands, there is no regional pricing — and the payout is 70 per cent in the first month and 100 per cent in the following ones.
One detail that muddles the arithmetic for anyone starting out: regardless of whether the purchase is in local currency or Robux, the revenue arrives in Robux. The billing currency changes what the player pays, not what you receive.
2. Create the subscription. In the game dashboard, under Monetization and then Subscriptions. Upload a cover image, write a description that makes the benefit clear, and choose a unique name — you cannot have two subscriptions with the same name in the same game.
3. Set the product type. There are three, and the choice is not cosmetic: Durable for a permanent item that persists after use; Consumable for a temporary repurchasable item that expires; Currency for a medium of exchange the player spends buying inside the game. A mixed bundle that includes at least one durable item goes in as Durable.
The artifact
The table below is the official comparison between the two currencies, side by side, with the date it was checked, plus the three product types.
It exists for a decision usually taken on impulse: the 100 per cent payout from the second month makes local currency look obviously better. And it is — if your audience is in a served country and your account is verified. For a game with an audience concentrated outside that list, the comparison never even happens.
Common mistakes
Beyond the tiered plan, the most common mistakes are in the conduct rules — and they have teeth. A game that runs a scam or tries to deceive with a false offer is taken down, not warned.
Four of them catch people acting in good faith:
A vague name. Names have to be short, direct and self-explanatory, distinguishing one option from another. "VIP Pack" and "VIP Pack+" distinguish nothing. And price and duration have to be declared in the in-game storefront — not only on the platform screen.
A different benefit by platform. The benefit has to be the same regardless of where the subscription was bought. Giving an extra to whoever subscribed through the website, for instance, is forbidden — and it is a real temptation, because the fees vary by platform.
Revoking a benefit later. Once the offer is live, the described benefit has to be honoured, and it cannot be revoked behind the scenes. That includes the case nobody calls revocation: rebalancing the game in a way that hollows out what the subscription gave. If the benefit was relevant and stopped being so by your decision, the promise was undone even if the item is still there.
Asking for an extra task. Requiring the subscriber to do something — post on social media, invite a friend, join a group — to unlock a benefit already paid for is forbidden. The neighbourhood rule applies too: using the Roblox app to direct the user to buy somewhere else is forbidden, even though you can communicate with them off the platform normally.
And an exception many people do not know: that rule does not catch battle passes, which can be created and promoted as a subscription purchase. Progression through completed objectives is not "an extra task to unlock what was already paid for" — it is the product.
Next step
After choosing the currency and the type, the work that decides the result is not configuration, it is design: building two or three subscriptions the same player might want at the same time without feeling charged twice.
The test is simple to apply and uncomfortable to answer honestly: describe each subscription in one sentence, without using hierarchy words like "better", "more" or "plus". If two sentences end up similar, they are the same subscription at two prices — exactly the design the platform does not support.
And it is worth checking the list of unavailable countries before promising local currency to any audience. It changes, and it is short enough to read in full in a minute — which is far less than it costs to discover afterwards that your main base is outside it.
On the technical side, the work that remains is the usual: grant the benefit on the server, checking the subscription state, and never store on disk that "this player is a subscriber". A subscription is state that changes outside your game — somebody cancels through the website, a payment fails, a renewal does not happen — and a record of yours saying otherwise becomes a benefit granted to someone who is not paying, which is the mirror of the problem the rule against revoking is trying to prevent.
The same care applies to regional pricing, and it catches anyone building a storefront by hand. In Robux it comes on by default and cannot be switched off, which means the price the player sees is not necessarily the one you typed. An interface string with the number hard-coded — "only 99 Robux a month!" — shows one value and charges another, depending on where the person is. The storefront has to read the price, not repeat it.
Finally, it is worth writing the cancellation policy somewhere visible inside the game itself, in your own words. The official requirement is to declare price and duration; also saying what happens when the subscription ends is not on the list of obligations, and it is what separates an offer the player understands from one they find out about.
Sources
- Subscriptions | Documentation - Roblox Creator Hub — checked on
Ready-to-use artifact
Official comparison of the two ways of charging for a subscription. Checked on 23/09/2026.
| Criterion | Robux | Local currency |
|-----------------|----------------------------------------|--------------------------------------------------|
| Eligibility | every creator | requires an account verified by ID or phone |
| Platforms | all | Web, App Store and Google Play |
| Countries | every country Roblox serves | unavailable in a list that includes Argentina, China, Colombia, India, Indonesia, Japan, Russia and Taiwan |
| Price | any value from 49 Robux upwards | fixed price bands, no free value |
| Regional price | on by default, cannot be switched off | does not exist |
| Payout | 70% of earnings every month | 70% in the first month, 100% in the following ones |
HOW TO READ THIS: the local currency payout is better from the second month, but it
only exists if your audience is in a served country and if your account is
verified. For an audience concentrated outside that list, the comparison never starts.
IN BOTH CASES the revenue arrives in Robux — charging in local currency does not change
the currency that lands in your account, only the one the player pays.
PRODUCT TYPE, at creation:
| Type | What it is for |
|------------|-----------------------------------------------------------------|
| Durable | a permanent item that persists after use or acquisition |
| Consumable | a temporary repurchasable item that expires after use |
| Currency | a medium of exchange the user spends buying inside the game |
A mixed bundle with at least one durable item goes in as Durable.


