We acquire and grow Roblox games - full buyouts & hands-on developer partnerships. Founder: @matthew_indigo

Roblox
Joined July 2026
Indigo has launched a Discord check to expose copycats and fake staff. Game owners can now paste any Discord username at indg.vc/verify-discord and see whether it belongs to a real Indigo employee. Not on the list = not us.
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Question to all Roblox devs who have sold their games: Be honest, do you regret it?
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You have: One weekend, $20 in ad credits, free models only,🎃 in the title. Goal: 10k CCU Which one do you choose?
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Bonus points if your game gets cloned before first update.
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Roblox's own numbers: games running 2 to 5 thumbnails instead of one saw play-through rise 12% on average across 8,000+ games. Some saw +56%. If you have one thumbnail, you're leaving the cheapest growth lever on the table. The biggest games Indigo scales for the devs who made them run 4 thumbnails on average.
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- “Studios buy Roblox games and kill them.” 220 of the 239 games we partnered on this year hit their all-time peak in DAU after we came in Every deal is a bet on our ability to grow the game. When we fail, we lose money.
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Roblox has a copycat problem, and it is getting worse. In July, clones of Meccha Chameleon on Roblox collectively passed the original Steam hit in players. Search "egg" on Roblox today and you get 40 games. Roblox's own fix, name protection and takedowns of copied titles, sits on the roadmap for "late 2026". Meanwhile it ships Build, where anyone makes a game from a prompt. Copying a game is getting easier. Protecting it isn't. Your reward for an original idea is ten copies of it by next week, each taking a slice of your players.
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How big IPs get to Roblox: Blue Lock Rivals: fan game → 4B visits → Kodansha licensed it Ink Game: Squid Game fan game → 2.6B visits → Netflix licensed it Untitled Boxing Game: indie fighter → Street Fighter 6 today Nobody started with permission. They started with players.
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We bought +1 Tongue Escape on aug 29 at 13K daily players. Two days later: 3.7K. It lost 70% of its players on our watch, but then... day 10: 1.58M. day 15: 3.4M. We thought it'd be a good idea to drop a case study on what we did in between, for the devs following us. What do you think?
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Heard you loud and clear. Full case study on what happened between day 2 and day 15 is coming next week
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Average Roblox dev morning in October 2026: > ToS update: wrong sign-up country = ban > pre-roll ad on your own loading screen > New Roblox Wallet - US 18+ only > Your game gets cloned 30 times ship anyway.
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Roblox shared who earns what: top 10 creators: $65.7M each top 1,000: $1.4M median of 42,000 DevEx devs: $1,500 Most of us start at the bottom of that pyramid. The interesting part is how people climb it. Which game earned you the most, and what made it work? Share your story below
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Roblox dev tip: two games can both make 228K a day. Only one of them is still making it in 60 days. After an update, watch who pays you Active + Reactivated players spend = Old players coming back to spend. It is the healthiest thing that can happen to your game. All spending comes from Early players = revenue depends on new traffic. Feels great while you're growing. Stops the moment growth does. Real chart below. Read the breakdown. What would you ship first to change it?
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roblox games in 2026: steal a [noun], grow a [noun], +1 speed [noun] escape. always good to see original ideas like: Machine Party or Seal A Driveway
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