Key takeaways:

  • Integration and owned world are two different bets. The goal decides which, not the budget.

  • Integration: short (one to four weeks), borrows a host game's audience, priced per visit from 2027, best for reach moments.

  • Owned world: built from scratch, medium-to-long term, fixed build-plus-live-ops cost, best for a lasting owned audience.

  • A 28-day integration in a top game models to roughly $150k-$230k in brand spend; a measured 2026 example landed around $180k off 39.95M host-game visits.

The last newsletter edition made the case for participation over watching. This one is about the choice that follows, the one I raised on LinkedIn and get asked about most: integrate into an existing game, or build your own world. It is a real fork in the road. Most brands have effectively made the choice by the time they write their brief, whether they mean to or not, because the objective already leans one way. So the work that matters comes before the brief: being honest about the objective before anyone reaches for a format.

What each one is. An integration is a sponsored takeover or a brand placement inside an existing Roblox game, usually a very popular one with millions of monthly players. What you are doing is borrowing that creator's audience, quickly. The moment you appear, you are in front of millions. It is short, one to four weeks is typical, and the goals are reach and awareness. It works well for time-limited campaigns, like a movie or a product launch. The format varies enormously, from a small side placement to an entire map takeover, with side quests, sponsored leaderboards and a host of other options in between. What you do happens in partnership with the game's creator.

An owned world is the opposite. You start from scratch and build something in your own image. This is a medium to long-term investment, not a two-week campaign. On day one you have zero users. A good studio grows them from there. It suits brands with IP the audience already loves. Show a Roblox player a SpongeBob game and they will jump in. Show them a bank's game and they will not, at least not straight away. That does not mean the bank's game can't be good, but the model leans towards IPs people already care about.

The goal picks the route, usually clearly. A goal built on reach during a cultural moment points to integration. A goal built on persistent presence, an owned audience and long-term brand building points to an owned world. In practice it is rarely ambiguous. A football club chasing awareness and new young fans integrates. A movie launch on a fixed release window integrates. A football club selling memberships builds its own world, because nurture and conversion need somewhere permanent to live. A music IP extending an existing fanbase from YouTube builds, because the point is to own the audience, not to borrow one.

The two routes at a glance

Factor

Integration

Owned world

Time horizon

One to four weeks

Medium to long term

Audience

Borrowed from the host game

Built from scratch, over time

Cost structure

Usage-based, pay per qualifying visit

Fixed, build plus live-ops

Brand control

Shared with the game's creator

Full, your own world

Measurement

Reach and awareness, in-window

Retention and depth over time

Where brands go wrong. The strategic mistake goes in two opposite directions:

  1. Build an owned world without the budget to keep it alive and it stalls. It launches, gets early traction, then goes quiet for lack of updates. A year on, the brand looks stale.

  2. If you integrate when the goal was actually building ongoing presence, the campaign window delivers, then closes. The brand starts again from zero next time.

An overstuffed open world to explore with a collection of mini-games that don't thread together rarely results in good session lengths and retention. What we advise is the opposite: a small, tight core loop that is truly fun. Nobody inherently wants to play a branded game, but people want to play good games, whether or not they’re built by a brand. That is also why an owned world does not need a big budget. A modest one often forces a tighter loop, which you can test before spending on anything bigger. We tell brands to gate any big feature or world expansion on the game's performance. Have the vision and the ambition, but don’t build it upfront before you know players enjoy it, and pay close attention to the early data. Invest further in what players are actually enjoying.

A third route: integrate to learn, build to keep, and back again. The two options are not mutually exclusive and they are not a one-way ladder. A brand that is unsure can integrate first for a defined window, prove the audience is real and worth owning, then commission an owned world if the numbers justify a permanent home. That buys evidence before it buys a build. But it runs the other way too and increasingly does. Brands with an owned world are going back to integrations, alongside the world rather than instead of it. They do it to reach audiences the world does not, to test a new IP or mechanic cheaply before bringing it home. The two are a portfolio you move between, not a stage you pass through once. Increasingly this is what persistent presence in gaming looks like: not one world sitting there, but a brand that keeps building and integrating to stay where the players are.

What each one costs, and how that is about to change

Cost is where the assumption trips some brands up. Integrations must be cheaper than building a world, the thinking goes. They certainly can be. There is an integration for any budget. But a good, tight owned world can cost high five or low six figures to build, while an integration in the top games with the most reach can run to half a million or more. You pay for that reach. Those developers built the audience and are right to charge for it. They are also pricing in a risk: your integration takes over part of their game and can affect its own performance and monetisation. Part of the fee covers what they put on the line. So the cheaper option is not one or the other, it depends on what you are buying.

From 2027 the two are charged in fundamentally different ways. An integration becomes usage-based, priced by the visit. Roblox takes a cut of each qualifying visit, so the cost scales with how much it gets played, though a creator can lock a maximum fee before launch based on recent traffic. The cut depends on where the players are: $1.50 per thousand visits in the US, $0.75 in the UK, Canada, Australia, New Zealand and the Nordics, $0.20 across most of Western Europe, Japan and Korea, and $0.05 elsewhere.¹ So Roblox takes about a third of a US deal and much less on a global one. An owned world carries none of this. Its cost stays where it always has been, in building the experience and keeping it alive.

Region

Cut per 1,000 visits

US

$1.50

UK, Canada, Australia, New Zealand, Nordics

$0.75

Western Europe, Japan, South Korea

$0.20

Rest of world

$0.05

Those rates are Roblox's cut, and they apply only for a campaign's first 28 days, which covers most integrations. After that the cut drops to a nominal $0.10 per thousand for up to a year.

Part of the point of the new charge is that the number stops being a secret. From 2027 that top-game deal is priced on published rates, so a brand sees how the figure is built rather than taking a flat fee on trust. It hinges on one factor: the qualifying rate, the share of sessions where a player actually sees the brand to the IAB standard. Weave the brand through the core game loop and most sessions qualify. Tuck it in a leaderboard off to the side and few do.

Across 28 days in the biggest Roblox games, the qualifying rate moves what the brand pays:

  • from roughly $150k at a light 60%,

  • to roughly $230k at a deep 90% on the guideline rate.

The number is now built from a rate anyone can see. These are figures modelled on the announced rates, so read them as estimated, not a quote.²

Two that got it right

Integration: adidas Backyard Legends × Tower Defense Simulator (2026). To support its Backyard Legends campaign, adidas ran a three-week event inside Tower Defense Simulator, one of the platform's biggest tower-defense games, with themed maps, character skins and mission quests. Integration was the right choice because it was a launch moment, not a long-term build. Adidas needed reach in a game that already had the audience, not (another) home of its own. Over the window, 22 May to 12 June, the host game drew 39.95M visits³. Then the event closed and the brand moved on.

Owned world: Moonbug Find The Blippis (2023 to now). Moonbug commissioned a bespoke experience for the Blippi IP, live since 2023 and still running, with 140+ characters added through ongoing live-ops⁴. Owned world was right because Blippi is a multi-year asset, the audience is persistent rather than campaign-bound, and Moonbug needed full control of how the brand shows up. It compounds because Moonbug keeps investing. A permanent home also earns its keep beyond Roblox: the YouTube videos, the social and the wider Blippi content can all point at a world that is live and kept fresh, where the traffic to an integration goes dark the moment it ends.

The choice is not really made at the brief. It is made in the objective, weeks earlier. Define the goal clearly, price it on the 2027 model and the route is usually obvious. It is less about the budget and more about what you want the activation to do.

The trickier cases are the ones the goal does not point to clearly. Three come up most: a budget that does not match the goal, an IP the audience does not know yet (often a reboot), and the integrate-and-build decision, including when to run both at once. If your activation is one of those, reply and we can talk it through.

Daniel O'Sullivan LFG Studio · [email protected]

FAQ

How much does a Roblox brand integration cost? There is an integration for any budget, but a placement in a top game with the most reach can run to half a million or more. From 2027 integrations are priced per qualifying visit; a 28-day campaign in a top game models to roughly $150k-$230k in brand spend at the going rate.

Integration or owned world, which should a brand choose? The goal decides, not the budget. A reach moment such as a launch or a cultural event points to an integration. A lasting, owned young audience points to an owned world.

What is changing for Roblox brand pricing in 2027? Integrations become usage-based: Roblox takes a cut of every qualifying (IAB-measured) visit, tiered by region (US $1.50, UK $0.75, and so on per 1,000) for the first 28 days, then a nominal $0.10. Owned worlds are exempt.

Is an integration always cheaper than building an owned world? No. A tight owned world can cost high five to six figures to build, while a top-game integration can exceed half a million. The cheaper option depends on what you are buying.

Footnotes

  1. Roblox 2027 ad-integration revenue share: New Advertising Policies & Standards (20 Mar 2026, updated 17 Jun 2026) and ad-integration revenue-share docs.

  2. Fee model and qualified-visit method: LFG analysis (top-game data anonymised; per-game totals modelled, carry a qualifying-rate assumption). Cross-checked against the adidas × Tower Defense Simulator visits.

  3. adidas Backyard Legends × Tower Defense Simulator, 22 May–12 June 2026. Event mechanics: Tower Defense Simulator Wiki. Visits: Rotrends (accessed Jul 2026). 39.95M is total visits to the host game across the event window, the audience the integration reached, not adidas-specific engagement.

  4. Find The Blippis, Moonbug Gaming, live since September 2023. Metrics via Rotrends (accessed Apr 2026).

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