Roblox is the largest shelf we carry: 6 134
accounts right now, median price $6.84, the
middle half between $1.65 and
$14.91.
of them sell under $10 — and
sell above $200.
Those two facts do not describe one market. They describe two, with almost
nothing in between: the upper quartile above sits nowhere near $200. Before you
write a single line of the listing, work out which side of that gap your
account is on, because everything else follows from it.
The pocket-money side. A working login with a clean email and a few Robux
on it. It sells on the balance, on the access type and on the description being
true — nothing else, and nothing else is worth writing. These accounts move
quickly, cheaply, and the listing is three honest lines.
The collector side. Accounts from the first years of the platform, offsale
items, limiteds with a resale value, named items such as
Korblox or Headless. These sell on proof, take longer, and
the description is the product.
We ran the obvious measurement across the whole live shelf: how strongly each
number in a listing tracks its final price, by rank rather than by raw dollars.
Two of them point at the price and none of them sets it:
The wallet and the inventory lead, and neither is anywhere near a formula. Half
the ordering of this shelf is decided by things a statistics sheet does not
hold: which items exactly, which username, what the account is known for. Which
has one practical consequence for you — a listing that gives only numbers gives
a buyer no way to tell yours from the thousand beside it, and an
indistinguishable listing does not sell. Name what is on the account.
Two cuts do carry a signal, and they are the two worth writing in the first
line.
The Robux balance, which is the one number with a public price:
An account with a few hundred Robux sells for several times a bare one.
At the bottom of this market a large share of buyers are buying the wallet with
an account attached.
Age, which does the opposite of what everyone expects:
Read that twice if you own an old account. On this shelf the oldest cohort does
not lead the table, and one of the early bands usually sells below everything
else. Age is a multiplier, not a price — sixteen years times nothing is
still nothing, and "my account is from 2011" is not, by itself, an argument
about money. What the famous old accounts are worth, they are worth for the
username and the items the years left behind.
- The access type. Whether the original email comes with the account and
can be changed by the new owner. In Roblox this weighs more than in most
games, for a reason explained below, and it is the first thing on every
card here.
- The Robux balance. The one number in this market with a public price.
Buyers scan for it; put it in the first line.
- The creation year and the username. For an old account the year is the
headline. A short or original username is a selling point on its own; a
default one is not worth a mention.
- The inventory, split the way the market splits it. Shop items anyone can
still buy add little. Offsale items, limiteds and their resale value are
where the collector price lives — name them, do not count them.
- Premium, age verification, voice chat. Verification does not move the
median at all: verified and unverified accounts sell for the same price.
Premium did, in a small sample, and it comes with a monthly Robux stipend —
state the renewal date.
- Linked platforms and payment history. An Xbox link, a saved card, a
parent's email on the account: each one is something the buyer either
inherits or has to untangle. Say what is there.
- Settle the email. The mailbox must go with the account, and the buyer
must be able to change it himself. If you cannot hand over the mailbox, say so
in the listing rather than after the sale — it is a cheaper product, and it is
a different product. A buyer who knows what he is getting does not open a
dispute; a buyer who finds out later does.
- Remove what is yours. Your saved payment method, your phone number, any
linked account you use elsewhere. Keep only what the buyer is paying for.
- Deal with the account PIN. A PIN the new owner does not know locks the
settings he needs most. Either turn it off before handover or hand it over
with the login, and say which.
- Screenshot the evidence, not the avatar. The inventory page with the
offsale and limited items visible, the Robux balance, the Premium status, the
profile with its join date. A picture of your avatar in a game is decoration.
- Freeze the account once it is listed. Do not spend the Robux, trade away
a limited or change the username between listing and handover. The listing
goes through moderation before it is shown, and a description that no longer
matches the account comes back with a reason — or, worse, matches at
moderation and fails at handover, which is a refund.
- Price against comparables, not against the ceiling. The top of this shelf
— right now — is an outlier with named items
behind it. Match the balance and the items you actually hold, then read where those
accounts sit — the Roblox value calculator does exactly that
against live stock.
Roblox's terms forbid selling accounts, as every publisher's do. What makes
Roblox different is what happens afterwards: Roblox support acts on
account-recovery claims, and it tends to side with whoever can prove they
created the account — the original email, or a purchase history. That is why the
mailbox is worth more here than almost anywhere, and why a buyer pays for "full
access" first and for the inventory second.
For you as a seller it cuts the other way. The money does not reach you on
delivery: it sits in escrow while the buyer checks the login, then the buyer's
warranty runs, and only then does it land on your balance. A recovery filed
inside that window is a dispute you lose, and the sale unwinds. So sell the
account once and completely — hand over the mailbox, drop your own way back in,
and the money is yours. Whether any of this is legal, who carries the risk and
how it differs from a ban is set out in
is it legal to buy a game account.
You set the price you want to receive, and that is the amount that reaches you.
Seller commission is 0%, there is no listing fee, no monthly fee and nothing
is withheld at payout. How that compares with the 10–15% other marketplaces take
from a seller is laid out in
where to sell game accounts.
The order itself runs in steps:
- A buyer pays. You have 24 hours to deliver the login — the deadline is
printed on your listing, and an order past it goes to an operator, not to an
automatic refund.
- The buyer checks the account. If he stays silent, the order confirms itself
after 72 hours, so nobody can park your money by ignoring it.
- The buyer's warranty runs.
- The money lands on your seller balance, and you request a payout — crypto or
card.
Can you sell a Roblox account? Not under Roblox's terms, and yes in
practice — the same answer as for every game on this site. What the terms
change is not whether the sale happens but who carries the risk when the
original creator asks for the account back, which is the section above. A
marketplace with escrow puts that risk on the platform for the length of the
warranty; a Discord DM puts it on the buyer, which is why buyers there pay less
and pay first.
How much is a 2008, 2010 or 2016 Roblox account worth? On its own, nothing
you can name — see the cohort table above, where the oldest accounts sell at
the market median and the 2010–2012 band sells below it. The year is a
multiplier on what the account holds, not a price. Price on the balance and the
items, and mention the year as supporting evidence rather than as the headline.
Sell your Roblox account prices the listing against live shelf
data and walks the handover; the seller application is the way
in. If the account is on the collector side of the gap, read
how much a Roblox account is worth
first — the cohort tables there are the comparables you will price against.
And how to sell a game account for what it is worth
covers the listing itself: what to write, what gets rejected, what protects you.
Every figure on this page is computed from our live catalogue when the page is
served, so it describes the stock as it is today rather than on the day the guide
was written. Correlations are Spearman rank coefficients over the listings
carrying each attribute, and every table prints its sample size next to the
result.