📅 Updated November 2025

Private Server Cost & ROI Estimator

Estimate the right price for private servers in your experience. See how conversion rate and player counts impact revenue and where your break-even point lands.

Inputs
Estimated Buyers
250
Net Revenue (Robux)
17,500
Break‑Even Players (est.)
2
Scenario Table
Conversion %BuyersGross RobuxNet (after cut)
0.1%505,0003,500
0.5%25025,00017,500
1%50050,00035,000
2%1,000100,00070,000
5%2,500250,000175,000

How to use

Start with your average CCU or MAU, guess a conservative conversion rate, and try a few price points. The estimator shows break-even players and revenue bands.

  1. Enter a price (Robux) you’re considering for private servers.
  2. Input the total players for your time period (e.g., last 30 days).
  3. Set an expected conversion rate (try 0.1%, 0.5%, 1%, and 2%).
  4. Adjust the platform cut if needed (defaults to 30%).
  5. Review estimated buyers, net revenue, and the break‑even players metric.
  6. Use the Scenario Table to compare low/mid/high conversion outcomes.

FAQ

Does this include Roblox’s 30% cut?

Yes. Revenue estimates default to net after the platform cut, configurable in the tool.

What conversion rate should I use?

Most experiences start between 0.1% and 2%. Test multiple points. Strong communities may see higher uptake.

What does Break‑Even Players mean?

It’s an approximate number of players required to recover 1 Robux of net revenue at your chosen price and platform cut. Use it as a sanity‑check when comparing price points.

Can I model best/worst‑case scenarios?

Yes. Use the Scenario Table and try 0.1%, 0.5%, 1%, 2%, and 5% to bound outcomes. Then pick a price that balances accessibility and revenue.

Also see: Group Payout Calculator and Robux Calculator. Browse more tools on the Tools hub.

How we calculate

  • Buyers = Total Players × (Conversion ÷ 100)
  • Gross Robux = Buyers × Price
  • Net Robux = Gross × (1 − Platform Cut ÷ 100)
  • Break‑Even Players (approx.) = ceil( (1 / (Price × (1 − Cut))) × 100 )

These are directional estimates intended for planning. Real results depend on game design, audience fit, and seasonality.