Every Robux transaction on Roblox has a house cut, and the Marketplace is where it surprises people most. The numbers below are Roblox's own published splits, taken from its Marketplace fees and commissions creator documentation - they've been stable for a while, but Roblox can change them, so treat that page as the final word.
Selling avatar items: the creator gets 30%
When a creator sells an avatar item (a UGC accessory, clothing, and so on) through the Marketplace, the creator receives 30% of the sale price. Sell a hat for 100 Robux, keep 30. Most people guess it's the other way around - a 30% fee and a 70% payout - and the confusion is understandable, because that friendlier split does exist elsewhere on the platform, just not here.
Where the item is bought matters too. If someone buys your item inside an experience (through that game's catalog integration), the split three ways: the creator still receives 30%, the experience owner receives 40% for driving the sale, and Roblox takes the rest. That 40% "shelf space" share is why so many popular games have avatar shops built into them - the shop is a revenue stream even when the game sells other people's items.
One wrinkle works in the creator's favour. Roblox runs a progressive revenue share on Marketplace purchases: the further an item is priced above the price floor for its asset type, the larger the creator's share grows, reaching 50% at the top of the published bands. It applies to purchases made in the Marketplace itself; an in-experience purchase gets the flat 30%. So 30% is the floor of the creator's share, not a ceiling.
There's also a flat toll at the door: uploading an item for moderation review costs a fee of 80 Robux per submission, whether or not the item ever sells.
Reselling Limiteds: the 50/10/10/30 split
Community-created Limiteds - the collectible items with fixed supply - have their own resale arithmetic. When one is resold, the sale price splits four ways:
| Share | Who gets it |
|---|---|
| 50% | The reseller (the person who owned the item) |
| 10% | The original creator, as a royalty on every future resale |
| 10% | The seller/affiliate surface where the sale happened |
| 30% | Roblox |
Two things follow from that table. First, flipping a Limited has to clear a 50% haircut before it profits - buy at 1,000 and resell at 1,000 and you get 500 back, not 1,000. Any talk of "flipping for profit" that ignores the resale split is fantasy math; the marketplace tax calculator on BloxToolbox does the real arithmetic for any price. Second, creators of successful Limiteds earn forever: that 10% royalty applies on every resale, which is why serious UGC creators care more about long-term trading volume than launch-day price.
Why the fee exists (and why it's not negotiable)
The platform cut funds the whole apparatus - hosting, moderation, the currency system itself - and it's also the reason "free Robux" schemes are always scams: Robux only enters the economy through purchases, and it leaves a little at every hop through fees like these. There's no setting, membership, or trick that exempts a sale from the Marketplace cut. Anyone claiming otherwise is selling you something worse than a fee.
If you're a player, the practical takeaway is small but useful: the prices you see already have the economics baked in, and a "cheap" Limited resale still moved half its price away from the person selling it. If you're an aspiring creator, the takeaway is bigger: build for where the split favors you - and read the fee table before you price anything, because the share you forgot about is the difference between a hobby that pays for itself and one that quietly doesn't.