So, it’s been 3 days since I published Potato Simulator.
Marketing has been close to zero, and the game is currently locked behind the 16+ age restriction, which obviously limits the potential audience quite a bit.
Still, after these first few days, there are already a few things I’ve learned that might help other people working on their first Roblox game.
Things I think you should NEVER do:
1. Don’t blindly hire “TikTok pros” to boost your game.
There’s a good chance you’ll either get scammed or end up paying for results that don’t really matter.
If you want someone to promote your game on social media, I’d personally aim for a long-term partnership with someone who actually cares about growing the game.
Paying per video or buying random “TikTok packages” usually isn’t the way to build sustainable traffic.
2. Don’t become obsessed with CCU.
Every CCU milestone is bigger than it looks.
People throw numbers like 100, 500 or 1,000 CCU around like they’re easy to achieve, but in reality, reaching something like 500 CCU is extremely difficult without already having a strong audience or spending decent money on marketing.
You can make a great game, but Roblox isn't magically going to send thousands of players your way from day one. You still need to generate that initial traffic somehow.
3. Don’t remake everything five times trying to make it perfect.
This was probably my biggest mistake.
If your game is playable, the core systems work, and there are no major game-breaking bugs, don’t spend another week polishing one UI element or rebuilding the same feature over and over again.
Your core gameplay loop matters more than perfect UI.
Potato Simulator currently has around 50 visits with an average playtime of roughly 16 minutes.
Is that amazing? Probably not.
Is it terrible for a completely new game with almost no marketing? I don't think so.
More importantly, 16 minutes gives me something to work with. I can see where people start leaving and build future updates around extending the experience beyond those first 15–20 minutes.
What I think you SHOULD do:
Run your own social media.
Build a TikTok page around your game and/or your development journey.
TikTok is probably one of the easiest platforms to reach a Roblox audience organically without having a huge budget.
Just be prepared for a ton of hate because... well, it's TikTok.
Get as much feedback as possible.
It’s extremely easy to make a game that you enjoy.
The problem is that you're not the person who needs to play it.
Listen to what actual players say. Watch where they get confused, where they leave, what they enjoy and what they think is boring.
You don't have to implement every suggestion, but feedback is probably one of the most valuable things you can get when you're starting out.
Where Potato Simulator is after 3 days:
Peak CCU: 3
Total visits: ~50
Average playtime: ~16 minutes
Marketing: Almost none
Current restriction: 16+
I've promoted games for other studios before, and considering the circumstances, I actually think these are pretty encouraging numbers for my first own Roblox game.
One thing I've noticed, though, is that the Roblox development community can sometimes feel very individualistic. You're probably going to have to figure out a lot of things yourself.
But don't let that stop you.
A game sitting at 0–3 CCU today doesn't necessarily mean it will be sitting there forever.
Keep improving it, keep testing different ways of marketing it, listen to your players, and give yourself enough attempts to actually learn what works.
Sometimes all it takes is one video, one update, or one group of players for things to start moving.
If anyone is interested, here's the first post I made about my experience building Potato Simulator:
https://www.reddit.com/r/robloxgamedev/s/CtMsxlUivk
Thanks for reading. Hopefully something here helps another new developer avoid a few of the mistakes I made.