roblox-player-psychology

roblox-player-psychology is a skill for Claude Code from TabooHarmony/roblox-brain. It costs 37 tokens per session (647 once invoked), scanned A, original, MIT.

A design reference for shaping player behaviour in Roblox games. It covers the opening minute, rewards, streaks, pricing, random rewards, pity systems, and community participation.

In plain words
What is it for?
Use it to plan the first minute of a Roblox experience, reward schedules, streaks, random-item odds, pity mechanics, pricing, premium offers, and community loops.
Why use it?
It helps designers think through why players return, how quickly they understand a game, and how reward or purchase systems may affect behaviour. It separates these persuasion questions from level and economy structure.

Skill for Claude Code

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

Good fit Use it to plan the first minute of a Roblox experience, reward schedules, streaks, random-item odds, pity mechanics, pricing, premium offers, and community loops.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/tabooharmony/roblox-brain/roblox-player-psychology
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-player-psychology
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-player-psychology

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/tabooharmony/roblox-brain/roblox-player-psychology"><img src="https://agentmods.dev/badge/skills/tabooharmony/roblox-brain/roblox-player-psychology.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 37 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 647 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
  • 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 $0.00037 $0.00647
Opus 5.5 $0.00015 $0.00259
Sonnet 5.5 $0.00007 $0.00129
Haiku 4.5 $0.00004 $0.00065

Measured 8d ago against content hash 10a62682a503, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

roblox-player-psychology 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.

skills/design/roblox-player-psychology/SKILL.md · 32 lines

How it starts

The opening of the file, as written. The whole thing — 32 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Roblox Player Psychology

When to Load

Load for behavior/persuasion questions: what happens in the first 60 seconds, why players return, reward schedules, streaks, pricing psychology, gamepass ladders, crate/RNG odds and pity, or turning players into a community. For structural craft (core loop, FTUE structure, level design, economy sources/sinks) load roblox-game-design; for dashboard diagnosis, discovery, and the algorithm load roblox-growth-design; for purchase implementation load roblox-monetization.

Quick Reference

First 60 seconds (50% of new players never return)

0–5s spawn in-world (no logo/cutscene) → 5–10s do the core verb → 10–30s first reward lands → 30–45s open a loop (next milestone looks close) → 45–60s taste of premium (expiring boost). Six effects: Zeigarnik (hand an incomplete goal in 10s), endowed progress (never start at zero), peak-end (best effect in minute one), cognitive load (one mechanic/one button/one goal), isolation (only the wanted action glows), reciprocity (give before the shop).

Retention benchmarks & levers

D1 20/30/40% · D7 8/15/20% · D30 3/7/10% (good/great/excellent; compounds; 40% D1 ≈ 3× the players of 25% D1 by day 30). Low number → lever: PTR→curiosity gap/social proof; D1→Zeigarnik, endowed progress; session→flow, variable reward; D7→goal gradient, collections; D30→habit loop, social identity; conversion→anchoring, charm pricing; ARPPU→ladders, visible status.

Hooks, pricing, RNG

Four reward schedules (fixed/variable × ratio/interval); layer all four. Hooks: appointments, streaks with one forgiven day, rotation, shared clan goals, hook model, specific timers ("Back in 4h 32m"). Ladder: 49–99 break threshold · 199–399 convenience · 499–799 luck+power · 999+ identity. RNG: 5 tiers (55/27/12/5/1%), show the pool and pity counter. For paid RNG implementation, check current Roblox guidance in roblox-monetization.

Full detail, tables, and community loop: references/full.md

Read the full file on GitHub · 32 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. 8d ago Changed · +1 lines · +4 tokens per session 10a62682a503
  2. 1mo ago First seen · 31 lines · 33 tokens per session scan A ba987473098f

Subscribe to this mod's changes

roblox-player-psychology is a skill published in the GitHub repository TabooHarmony/roblox-brain (124 stars, last pushed 9d ago), licensed MIT. It adds 37 tokens to every session and 647 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 2026-09-24.