
How to use it
Set up, in this order
Studio scope works immediately and needs none of this. Everything experience-scope stays empty until these steps are done.
There is no Settings row in the sidebar, by design. Reach it from your avatar in the top right, or from any "Complete setup" prompt on a page. Everything below lives under Settings.
1. Your studio profile
Settings, then Studio profile. Two minutes, and it only affects how your studio is labelled.
- Set your studio name. This is what appears at the top of the sidebar and on reports you share.
- Optionally add your public domain and location, and upload a logo.
2. Register each experience
Settings, then Experiences. The page calls itself Key Setup.
- Pick the platform: Roblox, Steam, Fortnite or Unity.
- Enter the id for that platform. On Roblox that is your place id.
- Add a display name so you can tell your experiences apart later.
- Click
Register experience.
3. Mint an ingest key
- Expand the experience you just registered.
- Click
+ Add environmentand name it:prod,staging,qa. - The key appears in a one-time reveal. Copy it now.
Revoke is an outage button: every player's client starts failing on its next event, immediately, with no undo. To swap a key safely use Rotate instead, which keeps the old one working for exactly seven days while you deploy.4. Get the SDK into your game
Two routes. The plugin is faster; the manual install is what you want in a real build pipeline.
- Install ROLearn from the Creator Store and open its panel.
- Click
Connect. It shows a code; enter that code atrolearn.dev/linkin your browser and approve. - Open the place you want to instrument and click
Activate. The plugin writes the scripts and injects the key for you. - Publish.
Follow the engine guide for Roblox, Unity or Steamworks in the SDK documentation. That is where the code lives; this guide deliberately does not duplicate it.
Four ways the plugin quietly fails
All four report success, or nothing at all, and produce no telemetry. They are worth reading before you debug your own code.
- Two Studio settings must be on. Allow HTTP Requests and Enable Studio Access to API Services, both under Game Settings → Security. They are set per place and reset for every new place you create. The plugin checks and warns; a manual install has no such guard.
- The pairing code lasts ten minutes. Past that, approving it fails and you restart from Connect.
- An unpublished place cannot be activated. Roblox reports its id as zero until you publish it once.
- The plugin link belongs to your Studio install, not your workspace. If you linked with one account and later work in another studio's workspace, keys provision into the first account's team and the second shows "not installed" forever. The panel prints which account and team you are connected as, precisely so you can catch this.
5. Connect an Open Cloud key
Optional, and it unlocks a different half of the product: what Roblox itself knows, plus the ability to act. Settings, then Integrations.
- Create a key in the Roblox Creator Hub with the scopes you want to grant.
- Paste it once, and tick what it is for: Reading data, Taking actions, Player data.
- Press
Check what this key can do. This is the step people skip.
Reading the capability matrix
After you probe a key, every module shows a state. They mean different things and only one is your problem.
| State | What it means | What to do |
|---|---|---|
| Not checked yet | We have not asked Roblox about this yet. Nothing is wrong. | Press "Check what this key can do". |
| Not granted | Roblox refused. The key does not carry that scope. | Re-tick the scope in the Creator Hub. |
| Key not recognised | Roblox does not accept the secret at all. Usually expired. | Paste a new key. |
| Verified | We used it successfully. | Nothing. |
Command Center
Flip the scope picker at the top of the sidebar to your studio name. The nav changes completely.
- Overview is your portfolio: totals with deltas, a health card per experience, top movers, and what needs attention. The nav calls it Overview and the page calls itself Dashboard.
- Metrics is the same data as trend lines. Range 7, 30 or 90 days; switch the series between active players and revenue.
- Reports is every report your studio has generated, filterable by drafts, shared and archived.
Market Pulse, Opportunity Map, Breakout Radar
A briefing: a headline, at most three opportunities, watchlist movement, and a benchmark panel. Three is a ceiling, not a quota, so an empty slot means nothing qualified. If a whole block says unavailable, one of our jobs stalled rather than the market going quiet.
Demand against saturation, coloured into four zones from Open Opportunity to Crowded Hype. Markets too thin to read are not plotted at all, and the page tells you how many were left out, so "my genre is missing" is usually that.
Games growing faster than the platform median for that same window, which is why a busy Saturday does not light up every row. Add anything interesting to your watchlist and Market Pulse will track it.
Benchmark Landscape, Copy Pressure, Risk Radar
Pick a genre and a player-count band, save it, and get percentile distributions plus a launch curve. Below fifteen comparables the distribution is withheld entirely, not shown with a warning.
How much a market is converging, broken out by dimension because the remedy differs: a title collision is a rename, a core-loop collision is a redesign. You can also describe your own concept and score it against a cluster.
Five signals against the market median: competition, crowding, momentum, shutdown and rivalry. Deliberately no single score, because one number would hide which of five very different problems is firing.
Four things to know before you quote these
- Higher means worse on Risk Radar and better on the Concept Validator. They are the two pages most often open together and they run opposite conventions. Check which one you are reading before you screenshot it.
- "Day-30 stability" is not retention. It is what share of peak concurrent players a game holds. Roblox publishes no retention figure for a game you do not own, and we refuse to estimate one.
- Copy Pressure measures overlap, not plagiarism. Nothing here says anyone copied anyone. Some dimensions come back unmeasured and say so rather than scoring zero.
- A thin sample refuses to score. Across all six tools, too little data produces a stated reason instead of a number nobody should act on. The weights and the formula behind every score are printed on the page, so you can reconstruct any figure you doubt.
Concept Validator
- Write a brief: the genre, reference games, and your production timeline.
- Run the validation. Nine axes are scored and a verdict is named.
- Read the counterfactual panel: it tells you which axis to move, and how far, to change the verdict.
- Save it. Every run is kept, so you can re-validate after changing the concept and compare.
Overview and Metrics
Flip the scope picker to an experience. These two are where you start.
- Overview is the headline set for one game, with a live player count and today's figures. Today's numbers refresh hourly; everything longer comes from the nightly run.
- Metrics is the time series underneath: active players, sessions and playtime over the window you choose.
Retention
D1, D7 and D30 as headlines, plus a daily cohort matrix underneath.
Read the matrix rather than the headline whenever you have shipped something. A single D1 number averages across every cohort in the window, so a good update and a bad one three days apart cancel each other out. The matrix shows you the day the line moved.
Monetization and Products
Two money pages, two different sources. This confuses people, and the difference is the useful part.
| Monetization | Products | |
|---|---|---|
| Source | What your game told us, via the SDK | What Roblox says, via Open Cloud |
| Grain | Per player, in real time | Aggregate, a day or two behind |
| Blind to | Any purchase path that does not call the SDK | Who bought, and why |
Editing your catalog
Products is titled Monetization Control Center on screen. Three tabs: Catalog, Performance and Subscriptions, the last two chipped Optional because the catalog works without either.
- Filter to
Developer productsorPasses. - Open a product to edit its name, description, price, or whether it is for sale.
- A price change asks for an explicit confirmation before it is sent.
Audience
Who plays, where they are, and when they are online. The old Geography page was folded in here; if a walkthrough still says Geography, this is it.
- Countries with players, sessions and revenue. Click a row to drill in.
- The hour-of-day heatmap, and the best windows it derives, for scheduling an event or a drop.
- Demographics, switchable between local time and UTC.
Player data
Three ways to answer a player-level question, listed cheapest first. The page leads with the one that reads no profiles at all.
| Mode | What it reads | Needs |
|---|---|---|
| Event Data | The analytics we already hold. No profile access, no new risk. | Nothing extra |
| Aggregate Store | One small purpose-built store, read by name. Exact. | A DataStore key |
| Profile Scan | Real player profiles, at scale. | Four separate approvals |
Report
A shareable summary for the people who will never open the dashboard.
- Generate a report for the period you want.
- It appears in the library and fills in as it composes. The page updates itself; there is nothing to refresh.
- Download it, or share it with named recipients.
The studio-scope Reports page is the same library with no experience filter, so a report generated here shows up there too.
Advertising
Needs an Open Cloud key granted for actions. Titled Advertising Command Center on screen.
- Pick the experience, and a window from 1 to 90 days.
Create campaign: name, billing account, up to 25 creative assets, budget, start time and duration.- Set the time zone explicitly. Roblox schedules against your billing account's zone, not yours.
- Pause, resume, rename or change budget from the campaign row. One field per change.
Thumbnails
Needs an actions key. Titled Thumbnail Experimentation Lab on screen.
- Upload variants, up to 8 MB each.
- Set the split explicitly, or promote one variant to a target share.
- Read the verdict once there is enough traffic to call it.
Live events
The raw stream, within seconds. Titled Live event log on screen.
This is the first place to look when you have just installed the SDK and want to know whether anything is arriving, and the first place to look when a downstream number seems wrong. If events are here but a chart is empty, the problem is downstream of ingest and usually a timing one: most pages are built from the nightly run.
Errors
Titled Rejected events on screen. If your data is missing, read this page before you read your own code.
Events we could not accept are held here with a reason, never discarded. The most common by far is game not linked: your SDK is sending correctly, to an id you never registered. Those requests return success to your game, so nothing in your logs looks wrong.
- Read the grouped reason cards. Each names the problem in plain English.
- Fix the cause first. Retrying an unlinked game before you link it just fails again.
- Then
Retrya row, or retry the batch.
Performance and Releases
Frame rate and crash behaviour on your players' machines. This is the other rollup-only page, so it blanks rather than showing zeros if the nightly has not run. There is no p95 latency because Roblox does not expose one; you get the frame rate of the worst-off tenth of sessions.
Your version history, each with a verdict measured against the baselines from before it shipped. Baselines come from four sources and the page names which one is missing.
Live config, Commands, Command Center
The first two are what your servers poll. The third is where a person decides something.
- Pick the experience and a window from 1 to 90 days.
- Schedule events on the timeline, and edit or delete them.
- Publish a message to your running servers, choosing the kind your game listens for.
- Restart servers, which needs an admin and a typed confirmation.
Workspace Settings
Reached from your avatar in the top right. There is no Settings row in the sidebar.
| Tab | What is there |
|---|---|
| Studio profile | Your studio's name, domain, location and logo. |
| My account | Your personal login, password and connected accounts. |
| Experiences | Register experiences, mint and rotate keys, erase a player on request. |
| Team & roles | Invite people, change roles, transfer ownership. |
| Notifications | What currently alerts you. Read-only for now, and it says so. |
| Integrations | Open Cloud keys, the action ledger, agent access, and raw event export. |
The Integrations tab
Where every "Connect a key" link in the product lands, and the one tab worth knowing in detail.
Connect, probe and revoke. The capability matrix here is the record of what Roblox actually let us do with your key.
Every write to your Roblox account is recorded before it is sent, not after it succeeds, so the ledger is complete even when a call failed. Filter it by state and by module.
Lists them and revokes them. It deliberately cannot mint one, because the place to grant an agent access should be a deliberate act elsewhere.

Questions?
Your ROLearn contact is the fastest route.
We are happy to walk your team through any of this live.
New to the workspace? Start with the Welcome Kit. Wiring up the SDK? That is the SDK documentation.