Plan a venture or list a game opportunity
Choose the right path for collaboration, funding, a stake sale, or a whole-game acquisition.
Ventures connects a game's next step to the kind of agreement it needs. You might be looking for a collaborator, funding development, selling a stake, or handing over an entire experience.
Choose what you need
Open Ventures to browse opportunities or start a plan.
The planning flow asks what you want to do. A cofounder or collaborator request leads toward revenue-share work. Hiring leads toward a fixed-work brief, and testing leads toward a playtest. Funding, selling a stake, and selling the whole game use Venture listings.
Choose based on the commitment you want someone to make. Asking for a builder's contribution is different from offering ownership in exchange for funding.
Prepare the listing
Explain the experience, its current state, what is included, and what you expect from the other party. If selling a stake, make the percentage and scope explicit. If selling the whole game, identify the source files, services, and community access included in the handover.
Use the supported Roblox connection or ownership-check flow. A verification label describes the check completed; it does not independently verify every claim in the listing.
Separate current results from projections. When reading a listing, check where performance figures came from and when they were measured.
Review before making an offer
Open the game on Roblox, inspect the supplied materials, and ask questions about gaps in access or the proposed terms. Use Watching to keep track of listings you want to revisit.
A listing is an invitation to discuss an opportunity. Publishing it does not transfer a Roblox experience, move funds, or make someone a co-owner.
Move into an agreement
Offers record the amount and terms proposed between the parties. The payment method and type of opportunity determine what happens after acceptance.
Read offers and handover before accepting. For revenue-share work tied to your own team, also read Studio ownership records.
Common questions
How does buying a whole game work?
A listing describes the experience, what comes with it, and the seller's asking figure. You make an offer; the seller accepts, counters, or declines, and the thread stays on the listing until one of you agrees or walks.
Agreeing opens the sale with nothing moved yet, so either side can still leave, free. Then the buyer pays and Stripe holds that payment while the handover happens. Both sides work the same checklist, and the payment moves to the seller once every required line is ticked by both. Bloxstack never holds the money at any point.
What does the ownership check actually prove?
That the seller controls the experience the listing names, and nothing beyond that. It lands one of two ways, and the badge tells you which.
Roblox-verified owner means Roblox itself named this seller: they are the experience's creator account, or they own the group that publishes it, or they picked that experience on Roblox's own consent screen and Roblox told us.
Ownership checked is the weaker fallback for cases none of those can see. Somebody who can edit the experience's public description placed our one-time code in it, and we read it back. An employee with edit rights can pass this, which is why it does not get to wear Roblox's name.
Both carry the date we looked. Neither is a review of the business, a valuation, or proof the seller built it. A listing that has not passed says so plainly.
Are the revenue and player figures on a listing verified?
No. Every figure a seller states, including the dashboard screenshots, is shown as reported by the seller, beside the date they said it was taken. Bloxstack does not measure or verify any of it.
Treat them like any seller's numbers. Ask for a live screen share of the creator dashboard rather than images, check the experience's public visit and favourite counts yourself, and ask in the listing's Q&A. Who owns the experience is the only thing the platform checks.
What do I need before I can list a game?
You have to be 18 or over, because a listing opens a money channel and that is where the age line sits. The listing also has to pass its own checklist before it goes live: a real title, a summary, at least 400 characters of description, what is included, and gameplay media. Asks run $25 to $500,000, in USD.
A payout account is not needed to list, negotiate, or accept an offer. It is needed before the buyer can pay, and the sale page says so with a link to the one-time Stripe onboarding. You can put a listing up today and sort that out when someone bites. The ownership check is separate and worth doing: for most sellers it costs one click, and it is the badge buyers filter on.
The ownership check cannot verify my game. What now?
Open Manage ownership on your listing and read the reason. The check names what is in the way rather than just going red.
If your game is published by a group you do not own, or by something we cannot read, use Connect with Roblox. That sends you to Roblox's own consent screen, where you tick the experience you are selling and nothing else, and Roblox tells us. Sign in there as the same Roblox account linked to your Bloxstack profile, and tick the experience before pressing Continue. An empty pick is the commonest reason people come back with nothing changed.
If Roblox says a different person publishes it, no permission fixes that. You need to be signed in as that account.
If none of it fits, there is still the one-time code. Can't connect? Use a code instead mints one to paste into your experience's public description. It earns the weaker badge, but it earns one.
How do offers and counters work?
You send one figure. The seller accepts it, counters at a different figure, or declines. A counter puts the ball back with you, to accept, counter again, or walk away.
Your offer is a single thread rather than a new row per message, so three offers on a listing means three buyers, never one long haggle. Offers run 14 days by default and expire on their own, and you can withdraw yours any time before it is accepted. Acceptance opens the sale and freezes the title and the figure.
Can I ask the seller questions?
Yes, and in public: every listing has a Q&A thread. Any signed-in member can ask, and only the seller can answer.
Public is the point. Every serious buyer asks the same few questions, and a public thread lets the twenty-first buyer see that the first twenty got consistent answers. Anything confidential, like a revenue export or the transfer instructions, belongs in messages or on the sale itself.
What should I check before buying?
Play it first. Then read the ownership badge, which of the two it is, and the date on it. Read the whole Q&A, including what the seller stepped around. Ask for a live walkthrough of the creator dashboard instead of screenshots. Pin down exactly what comes with it, because what the seller promises there becomes a line on the handover checklist. And remember the stated figures are the seller's, not ours.
What if a seller edits the listing while I am looking at it?
You can see what changed. Editing a live listing snapshots the previous version first, so a buyer part-way through diligence can tell that the stated revenue moved under them, and what it moved from. Saving a listing keeps it on your watch list, which makes it easy to come back and compare.
Can I pay in Robux, or pay in instalments?
Neither. A venture is priced and settled in USD, because Stripe is what holds the payment and Bloxstack cannot move Robux. A Robux-priced listing would be one nobody could buy through the flow this market exists to provide.
There are no instalments either. The payment is made once and held until the handover finishes. Anything arranged outside that is between the two of you, with no record and no dispute.
What is on the handover checklist?
Five lines, worked by both sides: the experience transferred, group ownership moved, passes and developer products re-pointed, source and assets delivered, and the community and socials handed over.
Three are required: experience, monetization, and source. Group and community are optional, because plenty of experiences have neither, and a checklist that forces a tick on a line that does not apply teaches both sides that ticking means nothing.
Each side ticks independently, and the sale cannot finish until every required line is ticked by both. The commonest way an amateur game sale goes wrong is that the place file moves and nothing else does.
Can a Roblox experience be transferred?
Roblox supports transferring eligible experiences from a personal account to a group, or between groups. Check the required permissions and the transfer limitations in Creator Hub before you agree a sale. Account access, assets, and integrations may need separate attention. Never hand over your Roblox login.
Bloxstack records the agreement and the handover. The transfer itself happens on Roblox. See the Roblox game ownership transfer guide.
Who can see the handover note?
Only the two of you. It is where a seller writes where the source lives and how the transfer is happening, and it stays editable so a mistyped link does not need a dispute to correct.
Staff watching the ventures desk see how far each side's checklist has got and nothing else: never the note, never which line was ticked. If a dispute is raised, you attach what you want reviewed to the dispute yourself.
When does the seller actually get the money?
After both sides confirm every required handover item, the buyer releases the payment. The seller then sees their earnings and payout status in Balance. Confirm a checklist item only once that transfer is actually complete.
What does Bloxstack charge on a game sale?
The same schedule as everywhere else: 3% + $0.50, or 2.5% + $0.50 with Premium. It comes out of the seller's side, it is shown on the offer before either of you commits, and it is fixed at the moment the buyer pays, so a later change to the schedule never touches money already in motion. Browsing, listing, asking questions, and negotiating cost nothing.
Can a sale be cancelled?
Either side can cancel before payment and handover begin. After payment is confirmed, the seller can return it, or either side can raise a dispute. Refunds go back to the original payment sources.
What if the handover goes wrong?
Raise a dispute from the sale page and include what was agreed, what went wrong, and the outcome you want. The payment stays held while you work toward a resolution: the buyer can release it, or the seller can return it. Staff can read the record and act on payment problems or rule-breaking. Keep the checklist, the messages, and the evidence on the sale. Read offers and handover.