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Roblox A/B Testing: Experiments and ConfigService Guide

Roblox has a built-in A/B testing system: configs hold the values, Experiments splits players between them, and since October 1, 2026 early harm detection watches the first 24 hours. Here is the rollout math, the one method call that decides who gets enrolled, the harm thresholds, and what Make decision actually does to your configs.

Published October 25, 2026·17 min read·By Mythras
The Results tab of a Roblox experiment named new_onboarding_dungeon in Creator Hub, under a "Some metrics are statistically significant" banner with a Make decision button. Payer conversion rate is up 80.82% (0.78% to 1.40%) and shaded green, ARPPU is down 20.86% and shaded red, and the goal metrics ARPU (down 8.88%) and Playtime (down 0.06%) are unshaded.

You shipped a new onboarding dungeon on Tuesday and day-one retention went up on Wednesday. Was that the dungeon, a seasonal bump, a recommendation spike, or noise? A chart can't tell you. A controlled test can, and Roblox has had one built in since November 6, 2025, when it opened configs and experiments to every creator.

Configs let you change values in a live game without publishing a new version. Experiments split players between those values, track seven metrics for each group, and mark which differences are statistically significant. On August 24, 2026 Roblox added targeting and an Open Cloud API, and on October 1 it shipped early harm detection, which checks a new experiment every 5 minutes for its first 24 hours and flags a variant that is badly hurting playtime, revenue per player or payer conversion.

Our AnalyticsService guide covers recording what happens in your game. This one covers proving what caused it. One rule decides who an in-game experiment measures: a player is enrolled when your server calls GetValue on a player-specific config snapshot. Call it too early and the test fills with players who never saw the change. Read the key through the wrong method and nobody is enrolled at all.

Experiments are built on configs

An in-game experiment doesn't hold values of its own. It varies a config, a key-value pair you create on your game's Configs page in Creator Hub or in Studio under File ⟩ Open Configs. A config holds a string, number, boolean or JSON object, and your server reads it by key where it would otherwise use a hard-coded constant:

local ConfigService = game:GetService("ConfigService")

local snapshot = ConfigService:GetConfigAsync()
local bossHealth = snapshot:GetValue("bossHealth") -- nil if the key doesn't exist

Six rules from the configs documentation, the ConfigService and ConfigSnapshot references and the launch thread shape everything that follows:

  • Server only. The docs say calling ConfigService from a client script "results in an error." If the client needs a value, read it on the server and send it with a RemoteEvent.
  • Staged before published. A new or edited config is staged first, and staged changes reach you and your team in Studio play sessions, not live players. Publish now pushes it to everyone in "roughly between 15 seconds and 1 minute" per the docs, which add that clients "may take a few minutes" in some cases, or you can pick Publish over 15 min for a gradual rollout. The History page lists past changes, each with a Restore button.
  • Snapshots are frozen in time. A ConfigSnapshot holds the values from when you fetched it, and a publish does not change it. Its UpdateAvailable event fires when newer values exist, Refresh() pulls them in, and GetValueChangedSignal(key) fires after a refresh changes that key. Roblox's reason is a shooter that shouldn't have weapon stats shift mid-match.
  • It can fail on the first fetch. The docs say GetConfigAsync throws when configs fail to load and have never been loaded before. After a first success it returns the latest values it has while it reconnects. The ConfigSnapshot.Error property reads LoadFailed when the service was unavailable, so check it, and wrap the first fetch in pcall with a fallback value.
  • You can test without publishing. ConfigService:SetTestingValue(key, value), from a server script or the Developer Console, overrides a key for the lifetime of that one server and doesn't spread to others. ClearTestingValue(key) removes it. Like a real publish, it fires UpdateAvailable, so refresh existing snapshots to see it.
  • Viewing and changing need different permissions. A Roblox staff reply in the launch thread (November 11, 2025) says the Configs and Experiments pages open with either Configure or View Analytics permission, but "any changes to a live running experience (publishing a config, updating experiments, etc) will require Publish permission."

The Experience Configs widget in Roblox Studio on its Staged (3) tab, listing my_config as a String set to Welcome!, my_json_config as JSON and staged_config as a Number set to 50, with the Publish menu open on Publish now and Publish over 15 min.

Config limitValue
Active configs per game1,000
String or JSON value100,000 characters
Number value±1.7976931348623157e+308, exact integers to ±2^53
Targeting conditions per game100
Targeting conditions per config key20

The launch post's FAQ recommends two habits: move values into configs before you need them, because you can only experiment on something that's already a config, and group related values into one JSON config as a namespace. Be careful combining those. A running experiment locks its config key, so you can't edit or delete it until the experiment completes, and the shortest planned duration is 14 days. If your boss health, drop rates and event start time share one JSON key and you test that key, none of them can change until the experiment ends. Give anything you plan to test its own key.

Rollout times split: who is actually in the test

Creating an experiment on your game's Experiments page asks for a type, a name, a goal metric, a planned duration, a percent rollout and the variants. The two percentages multiply, and that is the part to get right.

Rollout is the share of all your players who can enter the experiment. The split then divides those players between control and variants. Roblox's own example: a 40% rollout with a 50/50 split puts about 20% of your players in control and 20% on the variant. The other 60% are excluded. They get the control value "and have no impact on experiment results." A staff reply in the launch thread scales it down: with 100 players and a 10% rollout, 10 take part, 5 on control and 5 on the variant.

The Configs and variants step of Roblox's Create experiment flow, with the config key new_onboarding_dungeon, a Control variant at a 50% split using the value False from configs, a new_dungeon variant at 50% set to True, and a side panel showing an estimated audience of 14,000 and an MDE for D1 retention of 2%.

The two experiment types have different rules:

In-game experimentMatchmaking experiment
What it variesA config valueA custom matchmaking configuration
VariantsControl plus up to 2Up to 3, always split equally
Rollout adviceYour call; docs suggest simple 50/50 tests on large rollouts"We highly recommend 100% rollout"
Code changesYes, see belowNone
TargetingYesNo
Running at onceLaunch FAQ: up to 101 per game
Duration14 to 60 days14 to 60 days

The last step schedules it: start now, or pick a later date and time. Once an experiment is scheduled, its duration, rollout and variants are fixed. You can still reschedule it, but you can't edit it. Get the numbers right before you click.

Minimum detectable effect: whether to bother

While you set up the split, Roblox shows a minimum detectable effect (MDE): "the smallest change in the selected metric that the experiment can reliably detect." It is calculated from your goal metric and the number of players per variant, which depends on your daily active users, rollout, duration and split. The screenshot above estimates a 14,000-player audience and a 2% MDE for D1 retention, so a change smaller than 2% would probably not register.

Read the MDE before anything else, because it tells you whether the test can succeed:

  • An MDE above 100% means you are unlikely to reach significance, per the docs.
  • Fewer variants buys a smaller MDE. The setup panel itself says so: "To detect smaller changes accurately, decrease the number of variants." Every extra variant shrinks each group.
  • A very low MDE (the launch post's example is under 0.01%) means you could run a shorter test or enroll fewer players.

Then there is the size of your game. The docs warn that "Games with fewer than 1,000 daily active users might struggle to get useful data from experiments." The launch post set the line at 500 and pointed smaller games toward written player feedback instead. Early harm detection has a floor too: it makes no harm calls until at least 10,000 players are enrolled across a variant and the control. A game with a few hundred daily players can still run an experiment, but the result will probably come back "not significant", and the game can't enroll 10,000 players inside the 24-hour harm window. For a game that size, growing the player base comes first.

Players enroll on the first GetValue

Matchmaking experiments need no code. In-game experiments need one change.

GetConfigAsync does not apply experiments. Its reference says so: "Experiments are not applied since there is no player context." To take part, a player needs a snapshot from GetConfigForPlayerAsync(player), which "applies all experiments running for the player." Then the docs set out the enrollment rules:

  • The first GetValue(key) call on that player's snapshot enrolls them in the experiment "for that key and that key only."
  • Every later call returns the same control or variant for the rest of the experiment. "Only the first call is random."
  • Enrollment isn't limited to new players. Someone who has played for a year can be enrolled.
  • If the key has no running experiment, GetValue returns the normal config value, or nil if there isn't one.

So an in-game experiment on a key your scripts read only through GetConfigAsync never enrolls anyone. The other way to break it is calling GetValue on PlayerAdded for a feature only part of your audience reaches. The docs warn that calling it too early enrolls "players who never interact with the part of the game you're experimenting on," and those players dilute the result. Read the key at the moment the feature is used:

-- Server Script: enroll a player only when they actually open the shop
local ConfigService = game:GetService("ConfigService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local shopOpened = ReplicatedStorage:WaitForChild("ShopOpened") -- RemoteEvent
local DEFAULT_LAYOUT = "classic"

shopOpened.OnServerEvent:Connect(function(player)
	local layout = DEFAULT_LAYOUT

	local ok, snapshot = pcall(function()
		return ConfigService:GetConfigForPlayerAsync(player)
	end)

	if ok and snapshot.Error == Enum.ConfigSnapshotErrorState.None then
		-- The first GetValue for this key is the enrollment moment
		layout = snapshot:GetValue("shopLayout") or DEFAULT_LAYOUT
	end

	shopOpened:FireClient(player, layout)
end)

You don't have to cache the snapshot yourself. A staff reply in the launch thread says you can call GetConfigForPlayerAsync "however many times you'd like," because Roblox prefetches and stores the values.

Custom enrollment is the same idea taken further. If a test only makes sense for players in a certain in-game state, such as Roblox's example of a new control scheme for players who have won at least 20 races, check that state first and call GetValue only for players who pass. Players who don't qualify never touch the key and are never enrolled. If the variant has to persist across sessions, save it in the player's DataStore entry. The docs suggest exactly that.

Targeting runs before your config rules

Since August 24, 2026, configs can be conditional, giving different values to players who match rules, and in-game experiments can be targeted at players who match the same kinds of rules. Roblox says these attributes share their definitions with the filters and breakdowns on the analytics dashboard:

AttributeWhat it describes
CountryThe player's location
LanguageThe player's language setting
New vs returningFirst time in your game or not
SourceHow they found your game, such as a home recommendation, search or a sponsored ad
When user first playedDays since their first session in your game, such as 0–30 or 31–90; calculated daily
In-experience active payer statusTheir spending in your game; calculated daily
In-experience activity statusNew, active, lapsed or reactivated in your game; calculated daily
User engagementHow much they play your game each week; calculated daily
Platform spender statusWhether they are an active spender anywhere on Roblox; calculated daily
Platform activity statusHow recently they played anywhere on Roblox; calculated daily

Our AnalyticsService guide covers GetPlayerSegmentsAsync, which reads segments such as payer status, first-played window and platform spender status in a script. Conditional configs and targeting use segments like those without your script reading them. Five rules from the docs decide how it behaves:

  1. Experiments resolve first. For a key with a running experiment, a player gets the experiment value if they are targeted and enrolled, then the first matching config condition, then any later matching condition, then the default. The control group gets whatever your normal config rules would give them. Only one experiment can run on a key at a time.
  2. Targeting is copied. You can reuse a condition from your configs, but the experiment keeps its own copy, so editing the original later doesn't change who the experiment targets.
  3. Eligibility is checked every session. A player who stops matching falls back to your normal config rules in their next session, but their data stays with the group they were enrolled in. The docs' example: a player enrolled on day 0 still counts toward D7 retention even if they stop matching the targeting by day 4. If the test needs continuity, such as a multi-session onboarding flow, persist the value yourself.
  4. Everything locks at start. After the experiment starts you can't change its targeting rules, control value or variants, or the conditional rules its key uses. Global conditions the key references are locked too and can't be edited, deleted or reordered relative to each other. The lock lifts when the experiment completes.
  5. Narrow targeting raises the MDE. Roblox recalculates the MDE for the estimated matching audience. Targeting a small segment can push the MDE out of reach.

The first 24 hours: early harm detection

Before October 1, a new experiment showed nothing for about a day. Now three metrics update every 5 minutes for the first 24 hours, or until the first daily results arrive, and Roblox checks each one against a fixed harm threshold:

MetricEarly harm threshold
Playtime-10%
ARPU (average revenue per user)-20%
Payer conversion rate-20%

The Metrics tab of a Roblox experiment named new_onboarding_dungeon under a red "Harm detected in experiment" banner. Payer conversion rate is down 25.14% (0.77% to 0.58%) and Playtime down 13.19% (17.24 to 15.24 minutes), both shaded red, ARPU is up 3.17%, and D1 retention, ARPPU, D7 retention and Session time show N/A.

A metric is flagged only if its entire confidence interval is below the threshold, and the estimate alone isn't enough. During this window the test only looks for harm, so the interval has an upper bound and no lower bound. Roblox's documented example shows the difference. Playtime at -12.67% with an upper bound of -2.73% is not flagged, even though the estimate is past -10% and the whole interval is below zero, because part of the interval sits above -10%.

Roblox's "Confidence interval for Playtime" dialog for the new_dungeon variant, showing a -12.67% estimate on a bar running from negative infinity to an upper bound of -2.73%, with a dotted line marking the -10% harm threshold.

When a metric is flagged, the game owner and the experiment's owner get a notification by email and in the Creator Hub notification tray, plus an optional webhook if you set one up. You then decide whether to stop. Below 10,000 enrolled players across a variant and the control, Roblox still shows the lifts but makes no harm calls.

The same window covers sample ratio mismatch (SRM), when players aren't landing in groups in the proportions you set. SRM is checked every 5 minutes for the first 24 hours, then daily, and shows as a banner on the Results tab. Roblox's advice is to stop and restart, because an experiment with SRM can't be trusted.

Treat early harm detection as an emergency brake. Roblox's announcement says it is "only meant to help you decide whether to stop an experiment early" and "not meant for launch decisions." A variant that looks good in the first 24 hours hasn't proven anything yet.

Reading the daily results

From 24 hours in, the Results tab updates once a day. The Details And Progress tab shows the enrollment count for each group, and the docs say to use it to confirm the experiment is working, "not for taking action." Every experiment tracks the same seven metrics, whichever one you picked as the goal:

MetricWhat Roblox measuresEarly harm check
D1 retentionNew players who returned after one dayNo
D7 retentionNew players who returned after one weekNo
PlaytimeAverage time in your game, cumulative per player for the whole experimentYes
ARPURevenue divided by players, cumulativeYes
ARPPURevenue divided by paying players, cumulativeNo
Payer conversion ratePlayers who bought a game-related item, cumulativeYes
Session timePlaytime divided by sessions, cumulativeNo

A result is statistically significant when the confidence interval for its percent change doesn't include 0%, and the dashboard shades it green or red. The docs' example: ARPU up 2.37% with bounds of 0.55% and 4.19% is significant, because the whole range is above zero. Hover a metric and click View confidence to see the interval.

The Results tab of a Roblox experiment named new_onboarding_dungeon in Creator Hub, under a "Some metrics are statistically significant" banner with a Make decision button. Payer conversion rate is up 80.82% (0.78% to 1.40%) and shaded green, ARPPU is down 20.86% and shaded red, and the goal metrics ARPU (down 8.88%) and Playtime (down 0.06%) are unshaded.

Roblox's own sample result shows the hard part. The new dungeon lifted payer conversion 80.82%, from 0.78% to 1.40%, while revenue per paying player fell 20.86%. Neither goal metric moved significantly. More players paid, each paid less, and total revenue per player showed no significant change. That is a real trade-off, and Roblox's guidance is that you weigh it yourself. Statistical significance "deals in probabilities, not certainties," and the docs ask you to balance it against player feedback and your plans for the game.

The other rules for reading results:

  • Run the full duration. Novelty effects can push early results in and out of significance. The launch FAQ says it is "normal for results to swing back and forth" early on.
  • Treat a non-significant result as no change. A big lift that isn't shaded can't be trusted until more data says otherwise.
  • Don't ship content mid-test. Updates can change player behaviour even when they look unrelated, and two experiments running together can interact. The launch post's example is testing higher player health and higher weapon damage at the same time, where a player enrolled in both gets both changes.
  • Players aren't told. The launch FAQ confirms players get no notification that they are in an experiment, because knowing could change how they react.

Make decision rewrites your configs

The Experiments page shows each test as Draft, Scheduled, Running, Decision needed or Completed. Decision needed means the experiment reached its decision date. An in-game experiment completes on its own 14 days after that date, and a matchmaking experiment completes immediately. You can also stop one manually.

Make decision starts a guided rollout. Roblox shows warnings about significance and duration, then asks you to pick a winning variant or keep the control. What happens next depends on your choice:

Your choiceWhat Roblox does to your configs
ControlNothing changes
Untargeted variantThe variant becomes the key's new default. Every other condition on that key is removed, though the conditions stay in your global list
Targeted variantThe winning rule is merged into your permanent config. Roblox overwrites an identical top condition if there is one, otherwise adds a matching global condition, otherwise promotes one, and otherwise creates a new global condition ranked one above the highest one the config uses

Two things to check afterwards. The untargeted case removes any other conditions you had on that key, so re-add them if you still need them. And if you had staged changes on the config when the experiment completed, Roblox says it stashes them and restores them "on a best-effort basis," so confirm they came back. You can click Change winner if you change your mind.

Running experiments from Open Cloud

Since August 24, 2026 the same experiments are available over Open Cloud, for teams that want them in a dashboard or a release pipeline. Everything lives under one base path:

https://apis.roblox.com/creator-configs-public-api/v1/experimentation/universes/{universeId}

The Open Cloud guide sets out these rules:

  • Scopes. Reading (Get, List, stats) needs universe:read. Create, Update, Discard, Start, Schedule and Complete need universe:write. Keep the API key out of your place files. Our HttpService guide covers secrets.
  • Writes return an operation, not a result. Each write returns an operationId. Poll /operations/{operationId} until done is true, and the result or a structured error is in that response.
  • A create body includes exposurePercent (the rollout), durationSeconds, a universeGoalMetric, and variants with a weight each. Exactly one variant must have isBaseline: true. A new experiment starts in EXPERIMENT_STATE_DRAFT, where PATCH replaces its editable fields and DELETE removes it. After :start or :schedule, its configuration can't be edited, only rescheduled.
  • /stats is a health check, not your results. The guide's sample response has one field, isSrmDetected, available once the experiment has run 24 hours.
  • :complete takes an optional variantId. Pass the winner's ID to make its value the new published config. Leave it out to stop without a winner, and the config goes back to its previous value. Variant IDs are only assigned once the experiment is running.
universeGoalMetric valueMeasures
UNIVERSE_EXPERIMENT_METRIC_AVERAGE_SESSION_TIMEAverage session time, minutes
UNIVERSE_EXPERIMENT_METRIC_PLAYTIME_PER_USERTotal playtime per user, minutes
UNIVERSE_EXPERIMENT_METRIC_DAY_1_RETENTIOND1 retention
UNIVERSE_EXPERIMENT_METRIC_DAY_7_RETENTIOND7 retention
UNIVERSE_EXPERIMENT_METRIC_PAYER_CONVERSION_RATEPayer conversion rate
UNIVERSE_EXPERIMENT_METRIC_AVERAGE_REVENUE_PER_USERARPU
UNIVERSE_EXPERIMENT_METRIC_AVERAGE_REVENUE_PER_PAYING_USERARPPU

Where the launch post and the docs disagree

Roblox's November 2025 launch post, its August 2026 update and its current documentation don't line up on five points:

TopicLaunch post (Nov 6, 2025)Current docs (Oct 2026)
How fast a config publish goes live"within 5 minutes""roughly between 15 seconds and 1 minute," though clients "may take a few minutes" in some cases
Game size neededUnder 500 DAU, "you likely have to grow your user base first"Under 1,000 DAU "might struggle to get useful data"
When results first show"typically shows up within 24-48 hours"Harm metrics every 5 minutes from the start; daily results after 24 hours
In-game experiments running at once"up to 10 in-game and 1 matchmaking"Only the one-matchmaking cap is listed, including in the Open Cloud limits table
Segmented resultsNot in the launch post; listed as "coming soon" in the August 24, 2026 updateNo section on segmented results in the Experiments docs as of October 25

The results timing has a known cause: early harm detection was added on October 1, 2026. The sources don't explain the others, so plan around the stricter figure in each case. Allow up to 5 minutes for a config publish to land, assume you need 1,000 daily players for useful results, and treat 10 running in-game experiments as the cap until Roblox says otherwise.

Quick Action Checklist

  • Move values you might want to test into configs now, and give anything you plan to test its own key, not a slot in a shared JSON config
  • Read config values on the server only, wrap the first GetConfigAsync in pcall, and check snapshot.Error
  • Remember snapshots don't update themselves: handle UpdateAvailable and call Refresh() where a mid-session change is safe
  • For an in-game experiment, read the key with GetConfigForPlayerAsync(player), never GetConfigAsync
  • Call GetValue at the moment the player reaches the feature, not on PlayerAdded
  • Check the MDE before scheduling; if it is above 100%, a significant result is unlikely, and Roblox warns games under 1,000 daily players may struggle to get useful data
  • Remember that rollout and split multiply: 40% rollout at 50/50 means 20% of players per group
  • Double-check duration, rollout and variants before scheduling, because none of them can change afterwards
  • Watch the first 24 hours for harm flags and the SRM banner; stop and restart on SRM
  • Make launch decisions only from daily results after the full duration, and only on shaded metrics
  • After Make decision, re-check the key's conditions and any staged changes Roblox stashed

Frequently Asked Questions

How do I A/B test a change in my Roblox game?
Roblox has built-in A/B testing called Experiments. Put the value you want to test in a config on your game's Configs page in Creator Hub (or File > Open Configs in Studio), then create an experiment on the Experiments page with a goal metric, a duration of 14 to 60 days, a percent rollout and up to two variants plus a control. In a server script, read the value with ConfigService:GetConfigForPlayerAsync(player) and call GetValue on that snapshot when the player reaches the feature; that first GetValue call enrolls the player. Roblox tracks D1 and D7 retention, playtime, ARPU, ARPPU, payer conversion rate and session time for each group and shades statistically significant changes on the Results tab.
Why is nobody being enrolled in my Roblox experiment?
The most likely cause is that your code reads the config through ConfigService:GetConfigAsync(), which Roblox documents as not applying experiments because it has no player context. In-game Roblox experiments only enroll a player when the server calls GetValue on a snapshot from ConfigService:GetConfigForPlayerAsync(player), and only for the key read. Also check that the code runs in a server script, since ConfigService errors on the client, and that the experiment is actually Running rather than Scheduled or Draft. Matchmaking experiments are different and need no code changes.
How many players does a Roblox experiment need?
Roblox sets no hard minimum, but its Experiments documentation warns that games with fewer than 1,000 daily active users might struggle to get useful data, and the November 2025 launch post said games under 500 daily active users likely need to grow first. The minimum detectable effect (MDE) shown when you create an experiment is the real test: if it is above 100% for your goal metric, you are unlikely to reach statistical significance. Early harm detection also makes no harm decisions until at least 10,000 players are enrolled across a variant and the control.
What is early harm detection in Roblox experiments?
Early harm detection, launched October 1, 2026, updates Playtime, ARPU and payer conversion rate every 5 minutes during the first 24 hours of a Roblox experiment. A variant is flagged as critically harmful only if the entire confidence interval for a metric falls below its threshold: -10% for Playtime and -20% for ARPU and payer conversion rate. Roblox then notifies the game owner and experiment owner by email, the Creator Hub notification tray and an optional webhook. No harm decisions are made below 10,000 enrolled players across a variant and the control, and Roblox says the early results are for deciding whether to stop, not for launch decisions.
Can I change a Roblox config while an experiment is running on it?
No. Roblox locks the config key the moment an experiment starts running: you cannot edit or delete the key or change its conditional values, and any global conditions the key references are locked as well. Once an experiment has started or been scheduled, its duration, rollout and variants also cannot be changed, though a scheduled experiment can be rescheduled. The lock is released when the experiment completes, which for in-game experiments happens automatically 14 days after the decision date if you do not stop it or make a decision first.
What happens to my Roblox config when I pick an experiment winner?
Make decision on the Roblox Experiments page starts a guided rollout. Keeping the control changes nothing. Picking an untargeted variant makes its value the config key's new default and removes all other conditions on that key, although they remain in your global conditions list. Picking a targeted variant merges the winning rule into your permanent config by overwriting an identical top condition, adding or promoting a matching global condition, or creating a new global condition. Through Open Cloud, passing a variantId to the :complete endpoint makes that variant's value the new published config value; omitting it stops the experiment without a winner and the config falls back to its previous value.

Keep Reading

Sources & Further Reading
Last updated October 25, 2026.

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