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.
npx skills add CodePhobiia/claude-roblox-game-studio --skill monetization-modelgit clone --depth 1 https://github.com/CodePhobiia/claude-roblox-game-studioWrote 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.
[](https://agentmods.dev/skills/codephobiia/claude-roblox-game-studio/monetization-model)<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/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<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="Reviewed on agentmods" width="80" height="20"></a>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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00031 | $0.00814 |
| Opus 5.5 | $0.00012 | $0.00326 |
| Sonnet 5.5 | $0.00006 | $0.00163 |
| Haiku 4.5 | $0.00003 | $0.00081 |
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 1mo 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.
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
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.
- 1mo ago First seen · 86 lines · 31 tokens per session scan A 965e0f45cd3f
monetization-model is a skill published in the GitHub repository CodePhobiia/claude-roblox-game-studio (15 stars, last pushed 6mo ago), licensed MIT. It adds 31 tokens to every session and 814 once invoked, about $0.0001 per session on Opus 5.5. 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.
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