Saved Oct 1, 2026 by @enviglo: Punctuation: em dashes replaced, two quoted messages updated to match the site
### The hub asks before it sells- The in-game hub won't sell to a player whose Roblox account isn't linked to an Enviglo account, free products included. The first time they press **Buy**, the hub shows them a code and the address to type it at. They sign in on Enviglo, type the code, and the hub carries on with the purchase — no rejoining, and nothing to set up on your side.+ The in-game hub won't sell to a player whose Roblox account isn't linked to an Enviglo account, free products included. The first time they press **Buy**, the hub shows them a code and the address to type it at. They sign in on Enviglo, type the code, and the hub carries on with the purchase, with no rejoining, and nothing to set up on your side.This is deliberate: what they are buying is a license and a file to download, and both live on an Enviglo account. Held for a Roblox ID alone, a purchase does the buyer no good until they come back for it, and many never do.…
Paid products on Enviglo are bought with Robux, on Roblox. This guide is for sellers who make Roblox games. It compares the three ways to take those payments, then follows a purchase until it becomes a license on the buyer's Enviglo account.
| In-game hub | Your own game | Game passes | |
|---|---|---|---|
| Where players buy | In Enviglo's ready-made hub place | In your game's own shop | On the pass's page on Roblox |
| What they buy | A developer product or a game pass | A developer product | A game pass |
| What you set up | Download the hub, publish it, join it once | A script that sends each receipt to the API | A script that records the pass through the API |
| How Enviglo hears about it | The hub reports each purchase and pass | Your ProcessReceipt calls the API | Your game records the pass when it sees the player owns it |
| License types | All three | All three | One purchase only |
A ready-made Roblox place you download from Settings → Integrations, in the In-game hub card. Your store's hub key is already inside. It opens a store screen that looks like your store on Enviglo, where players buy with developer products or game passes and take free products.
It needs:
You sell your own developer products in your own shop. When someone buys one, your game's ProcessReceipt sends the receipt to Enviglo with POST /api/v1/licenses, including the receipt's PurchaseId, the Robux spent and the place ID.
It needs:
See Sell with developer products.
Players buy a game pass from its page on Roblox. When they join your game, your game sees they own the pass and records it through the API. Enviglo records a pass once per player.
It needs:
You can mix them. For example, a store can run the in-game hub for most of its products and sell a few more in its own game.
Every payment is kept as a purchase record that never changes, even when it adds nothing to a license. What buying again does depends on the product's license type, set under How buying works on its Pricing page:
| License type | Buying again |
|---|---|
| One purchase | Adds nothing while they own it. The payment is still recorded. |
| Buy more than once | Adds another license: one for every purchase. |
| Subscription | Adds the product's Days per purchase (30 unless you change it), counted from the current end if that hasn't passed yet. |
After a license is revoked or given to someone else, buying again makes a new license. A game pass registered again isn't a new purchase, so it doesn't undo a revoke or a transfer.
When a purchase gives the buyer something, they get a notification on Enviglo. If they've linked Discord, the Enviglo bot sends them a message, and they get the product's role in your server if it has one.
If you've banned the player from your store, the purchase is still recorded, but the license is revoked straight away. See Customers and bans.
Licenses belong to Enviglo accounts, never to Roblox IDs. A game finds a player's licenses through the Enviglo account their Roblox account is linked to.
The in-game hub won't sell to a player whose Roblox account isn't linked to an Enviglo account, free products included. The first time they press Buy, the hub shows them a code and the address to type it at. They sign in on Enviglo, type the code, and the hub carries on with the purchase, with no rejoining, and nothing to set up on your side.
This is deliberate: what they are buying is a license and a file to download, and both live on an Enviglo account. Held for a Roblox ID alone, a purchase does the buyer no good until they come back for it, and many never do.
A purchase can still reach Enviglo from a Roblox account with no Enviglo account behind it: a game pass bought on the Roblox website, or your own script through the API. The license waits for that Roblox ID. Until they link it:
When they link that Roblox account, everything waiting for it moves to their account, and Enviglo lets them know their Roblox purchases are there.
A free product, a code, or a license your team gave to their username sits on their Enviglo account. Your game only sees it once they've linked the Roblox account they play on.
Point players to Link your Roblox account.
In your store's dashboard:
These need the See sales and customers permission. For more, see View purchases, Give, revoke, restore and transfer licenses and Customers and bans.
A product page shows Buy on Roblox when the product has a developer product or a game pass.
enviglo:buy: and the developer product's ID as launch data. A game that reads the launch data can prompt the purchase as the player arrives: see Sell with developer products.For a developer product, Enviglo needs a place to send buyers:
If you publish the hub somewhere else, the store's place follows it the next time it connects. Start again on the hub card, under Settings → Integrations, forgets the place so a hub published elsewhere can set it. See Set up the in-game hub.
Instead of the button, a product page can show: