So, you want to figure out how to create gamepass items because you’re tired of having a cool game with zero way to monetize it. It’s a classic Roblox dilemma. You spend forty hours building a lobby, scripting a sword system, and decorating the terrain, only to realize you’re essentially running a charity. Honestly, making a gamepass is the easiest part of the whole development cycle, but if you mess up the pricing or the icon, nobody is clicking that "Buy" button.
Roblox has changed the dashboard layout about a dozen times in the last few years, which makes most old tutorials totally useless. If you’re looking at a screenshot from 2022, you’re probably already lost. Today, the process is handled through the Creator Hub. It’s a separate ecosystem from the main site. You don’t just click a button on your profile anymore.
Getting Into the Creator Hub Without Losing Your Mind
First things first: you need an active experience. It doesn't have to be "Front Page" famous. Even that default "Starter Place" every user gets can host a gamepass. Head over to the Roblox Creator Dashboard. It’s located at create.roblox.com. Once you’re there, you’ll see a list of your "Experiences."
Click on the specific game where you want the pass to live. This opens up the sidebar. You’re looking for a tab called Associated Items. It’s tucked away under the "Monetization" or "Crates" sections depending on your specific UI version, but usually, it’s right there in the main sidebar. Once you click "Associated Items," you’ll see three tabs: Badges, Passes, and Developer Products.
Click Passes.
The Image Upload Struggle
Now, click "Create a Pass." This is where most people get stuck. You need an image. If you upload a random screenshot of your desktop, Roblox's moderation bots might flag it, and your pass will just look like a broken gray template. Use a PNG or JPG. Square is best—something like 512x512 pixels.
Pro tip: don't put "FREE" in big red letters on the image if the pass actually costs 500 Robux. Moderation hates misleading text. Keep it simple. If it's a "Speed Coil," put a picture of a coil.
Setting the Price and Navigating the 30% Tax
After you upload the image and give the pass a name (try to make it catchy, like "Super Gravity Boots" instead of "gravity_item_1"), hit "Create Pass."
Wait. You aren't done.
📖 Related: Sonic and Super Shadow: What Most Fans Get Wrong About Their Rivalry
The pass is created, but it’s currently "Off Sale." It’s basically a ghost item. You have to click on the pass you just made, go back to the sidebar, and click Sales. Toggle the "Item for Sale" switch to on.
This is where the math gets annoying. Roblox takes a 30% cut.
If you list your gamepass for 100 Robux, you only get 70. If you want exactly 100 Robux in your pocket, you need to list it for about 143 Robux. It’s a steep tax, but that’s the cost of using their servers. Also, remember that Robux earned from gamepasses go into "Pending" status. You won't see that currency in your account for 5 to 7 days. This is a security measure to prevent fraud and "bloat" from stolen accounts. It’s frustrating, but it’s the way it is.
Scripting the Pass to Actually Do Something
Creating the pass is just the "wrapper." Now you have to make the game recognize that a player owns it. This involves MarketplaceService. You can't just wish the item into existence.
You’ll need a Script (usually in ServerScriptService) that checks if a player has the ID of your pass when they join. Use UserOwnsGamePassAsync. It sounds complicated, but it’s basically a "Yes/No" check the game runs every time a character loads.
local MarketplaceService = game:GetService("MarketplaceService")
local gamePassId = 0000000 -- Put your ID here
If the check returns "True," you give them the tool or the speed boost. If you forget this step, people will buy your pass, realize it does nothing, and then flood your game comments with "SCAMMER" reports. That’s a quick way to get your experience deleted.
Why Your Gamepass Isn't Selling
Honestly, most gamepasses fail because they are boring. A "Donate" pass is okay for a "Please Donate" style game, but in a real experience, users want power.
Think about "Blox Fruits" or "Pet Simulator 99." Their gamepasses provide massive quality-of-life improvements.
- Fast Hatching.
- Extra Storage.
- Permanent 2x Money.
If your gamepass is just a "VIP" tag in chat, nobody cares. People want to feel stronger or faster. But don't make it too "Pay to Win." If a free player can't even walk across the map without being killed by a "God Mode" gamepass owner, they’ll just quit. Balance is everything.
Real Examples of Successful Monetization
Look at BedWars. They don't just sell one "Win the Game" button. They sell "Kits." Each kit is essentially a gamepass that changes the playstyle. This creates a "collector" mentality.
In Brookhaven, the gamepasses focus on aesthetics and roles. "Landlord" access or "Vehicle" packs. They understand their audience isn't looking for combat power; they're looking for social status. Before you set your price, look at your competitors. If every other obby (obstacle course) sells "Skip Stage" for 20 Robux, don't try to sell yours for 500. You'll get zero sales.
The Psychology of Pricing
- The 99 Rule: 99 Robux feels way cheaper than 100. It's a classic retail trick that works even in a blocky virtual world.
- The Impulse Buy: Keep at least one item under 50 Robux. Users with "leftover" Robux from a gift card will often spend it on a cheap, fun item.
- The Whale Pass: Don't be afraid to have one "Luxury" pass for 1,000+ Robux. Some players love to flex their wealth.
Final Steps for Your Gamepass Strategy
Once you've finished the technical side of how to create gamepass items, you need to market them. Don't just hide the shop in a tiny button in the corner of the screen.
- Create a "Shop" NPC: In-world interaction is much more effective than a UI button.
- Prompts: Use
PromptGamePassPurchasewhen a player tries to interact with a locked door or a special vehicle. This shows them exactly what they’re missing. - Double Check Everything: Before you go live, join your own game on an alt account (or have a friend join) and try to buy the pass. Make sure the "Ownership" check actually triggers the reward. There is nothing worse than a broken checkout.
Go to your Creator Dashboard right now. Look at your "Sales" data. If you see people clicking the "Buy" prompt but cancelling at the last second, your price is too high. If nobody is even clicking the prompt, your item is either invisible or useless. Adjust, iterate, and keep building. Successful Roblox developers don't just build once; they tweak their monetization until it works for both the player and their wallet.