Vorox connects Roblox game developers with reward sites. Developers pay only for server-verified players — new joins, real playtime, in-game milestones. Reward sites keep 67% of every conversion and pay out in USDT.
No spend minimums. No publisher fees. Fraud is rejected before it can cost anyone a cent.
Offers for you
Tower Ascent
Join the game
New players only
Trade Hub
Play for 30 minutes
Join game and play for 30 minutes
Forge Kingdom
Craft the iron sword
Use the forge in the starter village
A user starts an offer
on a reward site's themed wall
They play the game
join, playtime, or a custom milestone
Vorox verifies it
server-side, against the click — never the game client
Everyone settles
developer charged, publisher paid 67%, user rewarded
67%
of every conversion goes to the publisher
$0
billed on fraud — rejected conversions cost nothing
100%
server-verified — the game client is never trusted
$10
minimum payout, in USDT on Polygon
Transparent economics
You always know where the money goes — the split is fixed, published, and visible on every offer.
$1.00
Advertiser pays
for one verified conversion — their price, their budget caps
$0.67
Publisher earns
credited instantly, withdrawable from $10 in USDT
$0.33
Vorox keeps
the whole platform fee — verification, fraud screening, payouts
For Roblox developers
Not impressions. Not clicks. A new player in your game, thirty verified minutes of play, or the exact milestone you care about.
Verified against Roblox and reviewed before any campaign can spend a cent.
New joins, “play 30 minutes”, or any custom milestone — you set one price per objective and a hard daily + total budget.
The VoroxSDK reports joins and playtime automatically; custom milestones are one line: VoroxSDK.trackObjective(player, "crafted_sword").
Every conversion is re-verified server-side against the click. Repeats, bots, and too-fast completions are rejected — and rejected means free.
| Vorox | Typical ad network | |
|---|---|---|
| What you pay for | A verified in-game action: a real new player, 30 real minutes, a real milestone | Impressions or clicks — whatever happens after is your problem |
| Fraud handling | Server-side timing floors + one-per-player-forever dedupe; rejected = never billed | Refund requests after the money is gone |
| Budget control | Hard daily and total caps enforced inside the payment transaction | “Spend pacing” that overshoots |
| Revenue share | 67% to the publisher, stated on every offer | Undisclosed, often below 50% |
For reward sites
Your users complete game tasks they can see the value of; you keep 67% of every verified conversion. Setup is one themed iframe.
Theme the offerwall to match your site — colors, font, layout — with a live preview.
Your server signs pubId + userId with your secret. Nobody can impersonate your users or your traffic.
Users see clear tasks and real payout values. Every verified completion fires a signed postback to your server — credit them in your own points.
Your 67% share accrues per conversion. Request a payout from $10 — funds lock instantly and pay out to your wallet.
Worked example
A developer prices “Play for 30 minutes” at $1.00. Your user completes it — verified server-side against the actual clock. You earn $0.67, your postback fires with the amount and the user to credit, and your dashboard's earnings-per-click updates live. 15 of those a day is ≈ $300/month from one placement.
Why the numbers hold
Every protection below is enforced in the database and the protocol — not in a terms-of-service promise.
Conversions key on the Roblox UserId, resolved server-side at click time — renaming an account changes nothing.
A unique database constraint makes double-paying structurally impossible, not just discouraged.
Completions faster than humanly possible — or playtime reported before the clock could have run — are rejected as fraud.
Wall embeds and postbacks each carry an HMAC-SHA256 signature. Tampered traffic dies at the door.
Every cent moves through a double-entry ledger with balance snapshots. History cannot be edited, only appended.
Withdrawals are reviewed by an operator before funds leave the platform — one more pair of eyes on your money.
FAQ
Short answers; the full mechanics live in the in-app docs for each role.
Only at the moment a conversion is verified and approved — the charge, the publisher's credit, and the budget check happen in one database transaction. Clicks, impressions, and rejected conversions cost nothing.
Vorox pays you (the publisher) per conversion and notifies your server with a signed postback naming the user. You credit them in your own site's currency at whatever rate you choose.
The game client is never trusted. The server compares every completion against its own click timestamp, enforces playtime durations itself, deduplicates per Roblox account forever, and rejects anything that doesn't add up — unbilled.
Nothing. You earn 67% of what the advertiser pays on every conversion your wall produces, and withdraw from $10 in USDT.
10 minutes for joins and quick milestones, automatically extended for playtime objectives (the duration plus an hour, up to 24 hours). The wall tells them exactly how long they have.
Sign up, pick your role, and be live today — campaigns activate the moment your SDK is in place; walls embed with one signed URL.