monetization-model

monetization-model is a skill for Claude Code from CodePhobiia/claude-roblox-game-studio. It costs 31 tokens per session (814 once invoked), scanned A, original, MIT.

A workflow for designing or checking how a Roblox game earns money through GamePasses and Developer Products, which are optional in-game purchases. It also covers pricing and expected revenue.

In plain words
What is it for?
Use it to gather game context, create a purchase catalogue, set prices, identify target player groups, review fairness, and estimate revenue.
Why use it?
It helps structure monetization decisions while checking that purchases are fair, clear, and do not rely on loot boxes, pay-to-win advantages, or pressure on young players.

Skill for Claude Code

Written for Claude Code: installed under .claude/. Also seen: positional $N argument.

Good fit Use it to gather game context, create a purchase catalogue, set prices, identify target player groups, review fairness, and estimate revenue.

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Install with agentmods
npx agentmods add skills/codephobiia/claude-roblox-game-studio/monetization-model
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add CodePhobiia/claude-roblox-game-studio --skill monetization-model
Clone the repo
git clone --depth 1 https://github.com/CodePhobiia/claude-roblox-game-studio

Made for: Claude Code.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for monetization-model

README.md
[![agentmods](https://agentmods.dev/badge/skills/codephobiia/claude-roblox-game-studio/monetization-model.svg)](https://agentmods.dev/skills/codephobiia/claude-roblox-game-studio/monetization-model)
Your own site
<a href="https://agentmods.dev/skills/codephobiia/claude-roblox-game-studio/monetization-model"><img src="https://agentmods.dev/badge/skills/codephobiia/claude-roblox-game-studio/monetization-model.svg" alt="Measured on agentmods" height="20"></a>
Per session 31 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 814 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00031 $0.00814
Opus 5 $0.00015 $0.00407
Sonnet 5 $0.00006 $0.00163
Haiku 4.5 $0.00003 $0.00081

Measured 8d ago against content hash 965e0f45cd3f, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

monetization-model scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 8d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

.claude/skills/monetization-model/SKILL.md · 86 lines

How it starts

The opening of the file, as written. The whole thing — 86 lines — stays where its author put it; the contents beside it link to each section on GitHub.

/monetization-model — Monetization Design Workflow

Delegate to: monetization-lead (with economy-designer for currency flow)

Steps

1. Context Gathering

Ask:

  • "What game stage are we in?" (pre-launch / launched / live-ops)
  • "What's the player audience skew?" (age, platform)
  • "What are the creative pillars? (can't contradict them)"
  • "What's the target: revenue, retention, engagement?"

2. Ethical Review (NON-NEGOTIABLE)

Before designing, confirm:

  • No loot boxes with real-money purchase (Roblox ToS)
  • No pay-to-win that makes F2P feel unable to compete
  • No FOMO targeting young players
  • No misleading pricing
  • Free players have a complete, enjoyable experience

3. Design the Catalog

GamePasses (permanent purchases)

For each proposed GamePass:

  • Name
  • Price (Robux) — use clean values: 49, 99, 199, 299, 499, 799, 999, 1499, 2499
  • What it grants
  • Target player type (new player / mid game / whale)
  • Pay-to-win check

Example:

Name Price Grants Target P2W?
VIP 499 Chat color, +5% coins, VIP room Engaged player No
Double Inventory 299 2x inventory slots Mid-game No
Auto-Farm 799 Passive resource generation Whale Borderline — balance
DevProducts (consumable purchases)

For each proposed DevProduct:

  • Name
  • Price (Robux)
  • What it grants
  • How often players buy (expected frequency)
  • Is it pay-to-win?

Example:

Name Price Grants Frequency P2W?
1000 Gems 99 1000 premium currency Variable No (gems buy cosmetics)
Revive Token 25 Revive at death Per-death Soft
XP Boost 2x 1hr 49 2x XP for 1 hour Occasional Soft

4. Pricing Strategy

  • Entry Price Point: At least one item at 25-49 R$ (almost everyone has this)
  • Mid Tier: 199-499 R$ (engaged players)
  • Premium: 999+ R$ (whales)
  • Comparable Items: Reference 3-5 successful similar Roblox games' pricing

Read the full file on GitHub · 86 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 8d ago First seen · 86 lines · 31 tokens per session scan A 965e0f45cd3f

Subscribe to this mod's changes

monetization-model is a skill published in the GitHub repository CodePhobiia/claude-roblox-game-studio (9 stars, last pushed 4mo ago), licensed MIT. It adds 31 tokens to every session and 814 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.