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Grow your Roblox game with real playtime

Reach millions of engaged Roblox players. Pay only for playtime and in-game missions, not just clicks or visits.

2M+ monthly active players in our ecosystem

Beyond clicks buy real engagement

Unlike Roblox Ads, OneTwoPlay Playtime optimizes for validated playtime and mission completions, driving retention and loyalty.

Extended Reach

Access exclusive inventory of Roblox gamers ready to explore new experiences.

Precision Targeting

Match your games with the right users using first-party playtime data and ML signals.

Reward-driven Retention

Loyalty mechanics create higher D1/D3/D7 return rates compared to standard channels.

How players discover and complete missions

List your game

List your game

Add your Roblox experience into OneTwoPlay Playtime. Define the missions or playtime goals you want to promote.

Players engage

Players engage

Users discover your game in the app, play it, and complete missions to earn rewards — driving genuine, active engagement.

Pay for results

Pay for results

You are billed only for verified minutes of playtime or completed missions. Transparent metrics ensure you see exactly what you paid for.

Frequently Asked Questions

Because Ads and the algorithm solve different problems. Roblox Ads provide exposure. The algorithm decides distribution. Neither guarantees that: • players reach the core gameplay loop • early signals are clean and stable • the game is evaluated fairly during cold start OneTwoPlay operates between Ads and the algorithm. We deliver validated playtime so Roblox evaluates real gameplay value, not noisy traffic.

Sometimes they do, and sometimes high early bounce kills even good games. That $50 effect is not a rule. It's a fragile test window. If early traffic produces: • high bounce in the first 30–90 seconds • players leaving before reaching the core loop • unstable early cohorts The algorithm may downgrade the game before quality can be measured. This is how good games die early. OneTwoPlay does not guarantee success. It reduces early bounce, stabilizes first cohorts, and ensures the algorithm evaluates gameplay — not noise.

Only if the game survives the first scaling step. Roblox evaluates how metrics degrade under growth, not just peak numbers. Without a clean baseline: • degradation looks chaotic • variance looks risky • the game is deprioritized Motivated playtime establishes a baseline the algorithm can trust before scaling.

Because iteration does not fix signal quality. Many games fail not because metrics are bad, but because: • early cohorts are inconsistent • bounce dominates the first sessions • conclusions are drawn too early OneTwoPlay reduces variance exactly when Roblox forms its first conclusions. It does not guarantee success — it removes false negatives.

It proves the opposite. That pattern means: • the game was borderline • the algorithm tested it • metrics degraded under scale OneTwoPlay does not promise permanent growth. It ensures that failure happens for real reasons, not because of a noisy launch.

Eventually — yes. But even strong studios: • lose time during cold start • burn budget on low-quality traffic • misread early feedback OneTwoPlay is a time and signal efficiency layer, not a crutch. Good games scale faster when early data is clean.

No. Weak games don't survive scaling. OneTwoPlay: • does not inflate retention • does not mask bad gameplay • does not force promotion Bad games still fail. Good games simply fail less often for the wrong reasons.

No. Roblox allows: • paid acquisition • incentive-based discovery • external traffic What it penalizes is low-quality behavior: • ultra-short sessions • instant exits • fraud Playtime-based acquisition delivers real gameplay engagement, not fake signals. This is fair exposure, not manipulation.

Because Roblox is not mobile UA. Those channels optimize for: • clicks • installs • short attention spans Roblox rewards: • session depth • repeat play • social engagement OneTwoPlay is built around Roblox-native signals, not mobile metrics.

Yes — but not for every old game. Roblox continuously reevaluates games when new, meaningful signals appear. OneTwoPlay makes sense for older titles if: • the core gameplay loop still works • session length is strong once players re-engage • decline happened due to discovery decay, not gameplay quality In these cases, validated playtime can: • reintroduce the game to the algorithm • form fresh engagement cohorts • trigger a new testing wave in Discover or Home It does not make sense if: • gameplay is outdated or broken • churn remains high after reactivation • the game relies on mechanics no longer favored by the platform OneTwoPlay cannot resurrect dead games. But it can give strong older games a second fair evaluation.

Ready to grow your Roblox game?

Join hundreds of developers using OneTwoPlay Playtime to reach engaged players.