Data notes

What Roblox takes when you sell a limited, measured

Everyone quotes the 30% fee. Fewer people have seen what it adds up to. We ran it across the 172 classic limiteds we track and every unit they sold in the last 90 days: the cut came to roughly 370 million Robux, most of it from expensive items that hardly trade.

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Sell a classic limited for 1,000 Robux and 700 reach your balance. That part is well known. What the fee looks like across a whole market is less known, so we measured it. Our limiteds file, refreshed from Roblox's own resale data on October 23, 2026, holds 172 classic limiteds, every one of them created by Roblox. Together they sold 192,165 units in the 90 days before that refresh. If each of those sales went through at the item's current recent average price (RAP), buyers spent about 1.23 billion Robux on them, and Roblox kept about 370 million.

That total is an estimate with a stated method, covered below. The shape inside it is the useful part: nine in ten sales are cheap items, but most of the Robux Roblox keeps comes from items that sell a few times a month.

The rule, as Roblox publishes it

We read Roblox's own pages on the day we wrote this. The creator documentation page on Marketplace fees and commissions, last updated October 22, 2026, gives Roblox 30% in both splits it spells out: the general selling split (30% to the creator, 40% to the seller or affiliate, 30% to Roblox) and the split for reselling community-created Limiteds (50% to the reseller, 10% to the original creator, 10% to the seller or affiliate, 30% to Roblox). The help article Trading on Roblox applies the same 30% rate to Robux added to a trade: "A 30% fee is taken from any Robux in a trade once the offer is accepted."

Neither page publishes a separate split for reselling a limited that Roblox itself created, which is what all 172 of our items are. For those we use the long-standing figure: Roblox keeps 30% and the seller keeps 70%. If Roblox ever documents a different number for that case, every figure in this post scales with it.

Two other rules from the same pages shape every number here. You can resell only after a holding period of up to 30 days, and reselling needs a subscription: the help article on how to sell items names Roblox Plus, and the creator documentation names Plus or Premium members. Neither is a per-sale charge, so neither appears in the math below, but both mean the fee is not the only thing standing between a buyer and a quick flip.

What 30% means at real prices

The median RAP across the 172 items is 4,101 Robux. One sale at that price hands Roblox about 1,230 Robux. The spread around that middle is enormous, from 155 Robux at the bottom to just over 28 million at the top, so the fee only makes sense band by band.

RAP bandItemsMedian RAPRoblox keeps on one saleSeller keepsResale price to get the median back
Under 10K1017242175071,035
10K to 100K1936,65710,99725,66052,368
100K to 1M24360,460108,138252,322514,943
1M to 10M242,634,753790,4261,844,3273,763,933
10M and up413,949,3934,184,8189,764,57519,927,705

Roblox does not say how it rounds a fraction of a Robux, so the fee column is rounded to the nearest Robux and the last column is rounded up, the smallest whole price whose 70% covers the median. The 10M and up row is theory: none of those four items sold in the 90 days.

Where the cut actually comes from

Count sales and the market looks like a bargain bin. The 101 items under 10K Robux account for 177,598 of the 192,165 units sold, or 92.4%. Count the Robux Roblox kept and that same band shrinks to 15.7% of the total.

share of units sold vs share of the Robux Roblox kept, last 90 days, by RAP bandunits soldRobux kept by Roblox (est.)Under 10K101 itemsUnder 10K: 92.4% (177,598 units sold)92.4%Under 10K: 15.7% (about 58M Robux kept)15.7%10K to 100K19 items10K to 100K: 6.8% (13,142 units sold)6.8%10K to 100K: 28.4% (about 105M Robux kept)28.4%100K to 1M24 items100K to 1M: 0.6% (1,243 units sold)0.6%100K to 1M: 27.2% (about 101M Robux kept)27.2%1M to 10M24 items1M to 10M: 0.1% (182 units sold)0.1%1M to 10M: 28.7% (about 106M Robux kept)28.7%10M and up4 items10M and up: 0.0% (0 units sold)0.0%10M and up: 0.0% (about 0 Robux kept)0.0%
Across the 172 tracked limiteds, 192,165 units sold in the 90 days before October 23, 2026. Items under 10K Robux made up 92.4% of those units but only 15.7% of the estimated 370M Robux Roblox kept. The estimate is units sold times each item's current RAP times 30%, so it is a scale, not an audit of real transactions. Data: this site's limiteds file (Roblox's resale data), retrieved October 23, 2026.

The other way round, the 48 items between 100K and 10M sold only 1,425 units between them, under 1% of the total, yet produced 55.9% of the estimated cut. Each of the three bands from 10K to 10M contributed between 27% and 29%. Most of the fee money in this market comes from rare, large sales, not from the steady stream of small ones.

One item stands out. 8-Bit Royal Crown, at a RAP of 28,698, sold 8,818 units in the window, more than any other item we track. On our estimate that alone produced about 75.9 million Robux for Roblox, 20.5% of the total. The ten items with the largest estimated fees produced 58.8% of it. Second on that list is Poisoned Horns of the Toxic Wasteland, RAP 1,359,615: a seller hands over roughly 408,000 Robux per sale, and it sold 67 times.

At the other end, 18 of the 172 items recorded no sales at all in the 90 days, including Dominus Frigidus, Dominus Astra, Dominus Empyreus and Purple Sparkle Time Fedora, the four items with a RAP above 10 million. Those 18 carry a combined RAP of 116,412,722 Robux and paid Roblox nothing, because the fee is charged on sales, not on value.

The 42.9% bar

The fee's real cost to a reseller is not the Robux it removes from one sale. It is the bar it sets for a flip. If you buy at a price and later resell, you keep 70% of the new price, so the new price has to be your cost divided by 0.7 just to get your Robux back. That is 42.9% above what you paid, before any profit. The limited resale calculator works that out for any buy price, including the switch for community-created items, where the reseller keeps 50% and break-even is double what you paid.

We made the same point with round numbers in your limiteds are not a savings account. This time we asked how many items actually rose that much. Our builder compares each item's median sale price over the last 30 days with its median over days 31 to 90, and publishes a trend only when both windows have at least three sale days. 141 of the 172 items qualify.

141 limiteds with a price trend: median sale price, last 30 days vs the 60 days beforefell 20% or morefell 20% or more: 6 limiteds6fell 5% to 20%fell 5% to 20%: 41 limiteds41within 5%within 5%: 72 limiteds72rose 5% to 20%rose 5% to 20%: 15 limiteds15rose 20% to 42.9%rose 20% to 42.9%: 5 limiteds5rose 42.9% or morerose 42.9% or more: 2 limiteds2
A seller who pays a price and resells at a 30% cut needs the price to rise 42.9% just to get the Robux back. Of the 141 tracked limiteds with enough sales to measure a trend, 2 rose that much (green). The trend compares the median sale price of the last 30 days with days 31 to 90, and needs 3 or more sale days in each window; the other 31 items did not have them. Data: this site's limiteds file, retrieved October 23, 2026.

Two of them cleared 42.9%: Party Fedora, a 375-Robux item, up 82.8%, and The Riddling Skull, at 8,586, up 50.1%. Five more rose between 20% and 42.9%, still short of break-even. Fifteen rose between 5% and 20%. The other 119 held within 5% or fell: 72 moved less than 5% either way and 47 fell by 5% or more, six of them by 20% or more. The median change across the 141 was a fall of 2.0%.

Even the busiest item fails the test. 8-Bit Royal Crown's 30-day median price was 12.0% below its median for the 60 days before. Someone who bought one at today's RAP of 28,698 would need to resell at 40,998 to get those Robux back, and the item's recent sales are moving the other way.

A month is a short window, and an item can climb further over a longer hold; this data does not measure that. The point of the chart is narrower: on the evidence of the last 90 days, a quick flip in this market almost never pays for the fee it triggers.

What these numbers can and cannot tell you

The fee total is an estimate built from three numbers per item: units sold in 90 days, the current RAP, and 30%. Roblox's data gives the units sold each day and an average price each day, not a list of individual transactions, and RAP is a lagging average of recent sales rather than the price of any one of them. Where an item's price moved during the window, units times today's RAP will be off in that direction. The method also drops sale days priced under a tenth of RAP or over ten times it, which our builder treats as glitch or troll trades.

The 172 items are the classic Roblox-created limiteds our file prices. The modern collectibles we list without a price, and every community-created item, are not in these totals; on a community-created resale Roblox's 30% is the same, but the reseller keeps only 50% because the creator and the affiliate take 10% each.

Nothing here is a realized profit or loss for any player. We cannot see who bought or sold, at what price each person entered, or what anyone paid in Robux bought with real money. The file every number came from is saved with the site, at /data/snapshots/2026-10-23/limiteds.json, and the limiteds market page carries the same data as it refreshes, so each figure can be checked against the exact data it used.

The fee is a toll on movement

The easy way to think about the 30% fee is as a tax on value. The data says it is a toll on movement. Items that never sell pay nothing, however large their RAP. Items that sell thousands of times at a few hundred Robux pay a little each time and add up to a modest share. The items that pay most are the expensive ones that change hands a few dozen times a quarter, and every one of those sales hands Roblox about three tenths of the price.

For anyone deciding whether to resell, that turns into one plain question to ask before buying: does this item need to rise 42.9% for the plan to work, and has anything in its recent sales suggested it will? On October 23, 2026, the answer was yes for two items out of 141.