roblox-gamepasses
Installation
SKILL.md
roblox-gamepasses
Primary official source: https://create.roblox.com/docs/en-us/production/monetization/passes (plus developer-products.md for contrast, and the MarketplaceService class reference).
This skill focuses on getting game passes right the first time — correct ownership checking, server-only fulfillment, proper error handling, and modern personalization features that most older tutorials ignore.
See roblox-datastores for how to store "player owns this pass" state or associated perks, and roblox-networking for the Remote validation layer around purchase prompts.
Game Pass vs Developer Product (rules that matter)
- Game Pass: One-time purchase. Permanent privilege for that specific experience (VIP access, permanent item, extra slot, cosmetic unlock, etc.). Roblox tracks ownership per user per experience.
- Developer Product: Repeatable / consumable (currency packs, potions, revives, temporary boosts). Can be bought many times. Requires ProcessReceipt callback on the server for fulfillment.
- As of May 30, 2026, cross-experience game pass and developer product sales are disabled. Design experience-specific passes or use the Robux Transfers API for donation-style flows.
MarketplaceService:PromptRobuxTransferAsyncmust be called from the server. Only Roblox Plus subscribers can initiate transfers, amounts are clamped to 10–500 Robux per transaction, the sender cannot equal the receiver, Roblox takes a 10% platform fee, and the recipient receives 90%. ABindReceiptHandlercallback must process transfer receipts; donations are high-risk for abuse and should include anti-abuse checks (rate limits, alt detection, moderation, no quid-pro-quo rewards). - You (the creator) are 100% responsible for actually delivering the benefit. Roblox only handles the transaction and the UserOwnsGamePassAsync query.
- Passes can be used for randomized virtual items only if you follow the Paid Random Items policy.