roblox-growth-design

roblox-growth-design is a skill for Claude Code from TabooHarmony/roblox-brain. It costs 29 tokens per session (1,464 once invoked), scanned A, original, MIT.

A design guide for finding and testing problems in a Roblox game's growth, such as discovery, onboarding, retention, purchases, or LiveOps, which means ongoing in-game updates and events.

In plain words
What is it for?
Use it to investigate play-through, first-session drop-off, return rates, progression, endgame, purchases, onboarding, packaging, or growth experiments.
Why use it?
It keeps diagnosis tied to evidence and narrows attention to the exact step where players stop progressing, instead of guessing from invented metrics.

Skill for Claude Code

Written for Claude Code: when-to-use in frontmatter.

Good fit Use it to investigate play-through, first-session drop-off, return rates, progression, endgame, purchases, onboarding, packaging, or growth experiments.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/tabooharmony/roblox-brain/roblox-growth-design
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 TabooHarmony/roblox-brain --skill roblox-growth-design
Clone the repo
git clone --depth 1 https://github.com/TabooHarmony/roblox-brain

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 roblox-growth-design

README.md
[![agentmods](https://agentmods.dev/badge/skills/tabooharmony/roblox-brain/roblox-growth-design/github.svg)](https://agentmods.dev/skills/tabooharmony/roblox-brain/roblox-growth-design)
Your own site
<a href="https://agentmods.dev/skills/tabooharmony/roblox-brain/roblox-growth-design"><img src="https://agentmods.dev/badge/skills/tabooharmony/roblox-brain/roblox-growth-design/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.

agentmods 80×15 button for roblox-growth-design

Your own site · 80×15
<a href="https://agentmods.dev/skills/tabooharmony/roblox-brain/roblox-growth-design"><img src="https://agentmods.dev/badge/skills/tabooharmony/roblox-brain/roblox-growth-design.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 29 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,464 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
  • Socket pass 15 Oct 2026
  • Snyk pass 15 Oct 2026
How audits are shown
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 $0.00029 $0.01464
Opus 5.5 $0.00012 $0.00586
Sonnet 5.5 $0.00006 $0.00293
Haiku 4.5 $0.00003 $0.00146

Measured 12d ago against content hash 0e2b2045c1ab, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

roblox-growth-design 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 12d 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.

skills/design/roblox-growth-design/SKILL.md · 87 lines

How it starts

The opening of the file, as written. The whole thing — 87 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Roblox Growth Design

When to Load

Load for growth, discovery, retention, onboarding, packaging, or LiveOps; route implementation to domain skills.

Quick Reference

Diagnose before prescribing

  1. Ask for dashboard, release, acquisition, and session evidence. Never invent metrics.
  2. Find the narrowest broken transition: impression→play, join→control, action→payoff, return, or purchase.
  3. Write a falsifiable hypothesis: If Y changes because evidence Z, X should move without harming G.
  4. Prefer one test with a primary metric, counter-metrics, MDE, and decision rule.
  5. Stop for safety, severe regressions, or invalid instrumentation; avoid significance peeking.

Home diagnosis

  • Low Play-Through Rate (PTR, was QPTR): packaging readability, promise accuracy, or audience mismatch. Also check Experience Detail Page CTR.
  • High First-Play Bounce Rate (negative stat): misleading package/clickbait, join failure, performance, confusing FTUE, or delayed payoff.
  • Low D1: core loop, onboarding, stability, goals, or first payoff.
  • Low D7/D30: progression, variety, social value, LiveOps, endgame, or exhaustion.
  • Low conversion/ARPPU: product fit, value communication, friction, catalog depth, or concentration.
  • Low 7-day spend days / play days per user: consumables, purchase pathways, or event cadence.

These are hypotheses, not one-to-one causes. Segment and test. D1 can move without a release as acquisition mix or social density changes (§3). Per-stat tactics in full.md §3–§6.

Algorithm hotspots (2026)

In this section, (official) marks documented behavior; other ranking claims are unverified.

  • Cold traffic: ads are the cheapest, least-qualified players; Home algo ranks the qualified audience. Launch stats look bad on ad players. Don't panic.
  • Ranking: Roblox docs say benchmark games do not affect ranking (official); the similar-games benchmark is rough context only. An unverified hypothesis adds staging: genre-wide first, then against "experiences with similar players," where better-statted competitors take your players. Use the benchmark to choose comparison cohorts, not as a ranking rule.
  • Ads do not buy Home placement; meaningful stat-improving updates do. 28-day signals (D1, D2–7, D8–28); updates take days to show.
  • Beta mode hides a game from Home (official feature); tune metrics on cheap ad traffic before opening to the algo.
  • The 250 highly-engaged-player requirement (official): all-ages games start 16+ only until 250 highly engaged age-checked plays within 60 days. Definition (official, evolving): account tenure + playtime in your game + a purchase anywhere on Roblox in the last 60 days. 25 = publishing-fee refund threshold (separate). Ads serve 16+ automatically. Home impressions accelerate the count fastest.
  • Experience detail page matters: put your best thumbnails and a gameplay description there; it feeds overall play-through.
  • Launch realism: split ad campaigns desktop/mobile; paid playtime ≈ half of organic; low-CCU stats are noise (don't kill on a 3% D1 readout); algo "biting" shows as thumbnail impressions before CCU; console = cheap long-session niche; multiplayer needs singleplayer fallbacks; feedback forms at decision popups.

Read the full file on GitHub · 87 lines

Files

What ships with it

1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 12d ago Changed · +1 lines · +5 tokens per session 0e2b2045c1ab
  2. 13d ago Changed · +2 lines ffeeb92da0ed
  3. 1mo ago Changed 9d60f0344d92
  4. 1mo ago Changed · +1 lines f18bfc09e819
  5. 1mo ago Changed · +2 lines 3f0746de8cab
  6. 1mo ago First seen · 81 lines · 24 tokens per session scan A 9d7d65805519

Subscribe to this mod's changes

roblox-growth-design is a skill published in the GitHub repository TabooHarmony/roblox-brain (134 stars, last pushed 13d ago), licensed MIT. It adds 29 tokens to every session and 1,464 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 2026-08-30.