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.
| Conversion % | Buyers | Gross Robux | Net (after cut) |
|---|---|---|---|
| 0.1% | 50 | 5,000 | 3,500 |
| 0.5% | 250 | 25,000 | 17,500 |
| 1% | 500 | 50,000 | 35,000 |
| 2% | 1,000 | 100,000 | 70,000 |
| 5% | 2,500 | 250,000 | 175,000 |
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.
- Enter a price (Robux) you’re considering for private servers.
- Input the total players for your time period (e.g., last 30 days).
- Set an expected conversion rate (try 0.1%, 0.5%, 1%, and 2%).
- Adjust the platform cut if needed (defaults to 30%).
- Review estimated buyers, net revenue, and the break‑even players metric.
- 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.