If you've been looking for a roblox studio regional pricing script tutorial to make your game more accessible to players worldwide, you're in the right place. It's honestly a bit frustrating that Roblox doesn't have a "one-click" button to adjust prices based on where a player lives, but with a little bit of Luau scripting, we can definitely build a system that feels fair for everyone.
The reality is that 100 Robux doesn't cost the same amount of "real-world effort" in every country. A player in the US might see a 500 Robux item as a small snack, while a player in a country with a different economy might see it as a huge investment. By the end of this, you'll know how to detect where a player is coming from and show them specific offers or items that fit their region better.
Why bother with regional pricing?
Before we dive into the code, let's talk about why you'd even want to do this. Most big games outside of Roblox use regional pricing because it actually increases revenue. If your items are too expensive for a specific region, those players just won't buy anything. If you lower the barrier to entry by offering a "Regional Starter Pack" or something similar, you're turning a "no" into a "maybe."
It's about making your game feel inclusive. When a player joins and sees that you've actually thought about their local context, it builds a lot of trust. Plus, it's just a cool technical challenge to solve in Roblox Studio.
The big "catch" with Roblox pricing
I should be upfront about one thing: you cannot dynamically change the Robux price of a single Developer Product or Game Pass ID using a script. Roblox just doesn't allow that for security reasons. If a Game Pass is set to 500 Robux in the dashboard, it's 500 Robux for everyone.
So, how do we get around this? The "pro" way to do it—and what this roblox studio regional pricing script tutorial will focus on—is creating multiple versions of an item at different price points. For example, you might have: * "Super Sword" (Standard) - 500 Robux * "Super Sword" (Regional Discount) - 250 Robux
Then, your script checks the player's country and shows them the version that makes the most sense.
Step 1: Detecting the player's region
To make this work, we need to know where the player is. Roblox provides a service called LocalizationService that is perfect for this. Specifically, we use a method called GetCountryRegionForPlayerAsync.
Here is a simple way to set that up in a script:
```lua local LocalizationService = game:GetService("LocalizationService") local Players = game:GetService("Players")
Players.PlayerAdded:Connect(function(player) local success, regionCode = pcall(function() return LocalizationService:GetCountryRegionForPlayerAsync(player) end)
if success then print(player.Name .. " is playing from: " .. regionCode) -- regionCode will be something like "US", "BR", "PH", etc. else warn("Could not get region for " .. player.Name) end end) ```
This regionCode is an ISO 3166-1 alpha-2 code. That's just a fancy way of saying it's a two-letter code like "US" for the United States, "PH" for the Philippines, or "BR" for Brazil.
Step 2: Creating your price table
Now that we can get the region, we need a way to organize our prices. I usually like to use a ModuleScript for this so it stays clean. You can call it PricingData.
In that ModuleScript, you might have something like this:
```lua local PricingData = { ["Standard"] = { ProductID = 12345678, -- Your main product ID Price = 500 }, ["DiscountedRegions"] = { ["PH"] = true, ["BR"] = true, ["IN"] = true }, ["RegionalOffer"] = { ProductID = 87654321, -- Your discounted product ID Price = 250 } }
return PricingData ```
This structure lets you easily add or remove countries from the discount list without messing with the main logic of your game.
Step 3: Putting the script together
Now we need to combine the detection with the data. When a player opens your in-game shop, you want to trigger a function that decides which product ID to show them.
```lua local LocalizationService = game:GetService("LocalizationService") local PricingData = require(game.ReplicatedStorage.PricingData)
local function GetProductForPlayer(player) local success, regionCode = pcall(function() return LocalizationService:GetCountryRegionForPlayerAsync(player) end)
if success and PricingData.DiscountedRegions[regionCode] then return PricingData.RegionalOffer.ProductID end return PricingData.Standard.ProductID end ```
When the player clicks the "Buy" button, you'd call GetProductForPlayer(player) to get the right ID and then pass that into MarketplaceService:PromptProductPurchase().
Making the UI look good
It's not enough to just change the ID behind the scenes; you need to communicate this to the player. If they see a "Regional Special" or a flag icon next to the price, they'll understand why they're getting a deal.
I've seen some devs get really creative with this. They'll have a little pop-up that says, "We noticed you're playing from Brazil! Enjoy this local discount." It makes the game feel way more premium. Just make sure your UI updates dynamically. If you hard-code "500 Robux" onto your shop button, it's going to look broken when the prompt pops up for 250.
Always use MarketplaceService:GetProductInfo() to fetch the price and name of the product via script. That way, if you change the price on the Roblox website, your game UI updates automatically. It saves you so much headache in the long run.
Handling the "Wait, is this allowed?" question
You might be wondering if this is against Roblox's Terms of Service. As of right now, offering different products to different people isn't explicitly banned. Developers do it all the time for A/B testing (showing different prices to see what sells better).
However, you should never use this to scam people. Don't charge people in wealthier countries 10 times the price just because you can. Use it to make the game more affordable for those who would otherwise be locked out of the experience. Keep it fair, and you'll be fine.
Common pitfalls to avoid
One thing I see a lot of people mess up in their roblox studio regional pricing script tutorial attempts is not handling the pcall. The GetCountryRegionForPlayerAsync function is an "async" call, which means it talks to Roblox's servers. Sometimes that talk fails. If you don't use a pcall (protected call), your whole script might crash if the Roblox API has a hiccup.
Always have a fallback. If the region check fails, just default to your "Standard" pricing. It's better to show the normal price than to have a broken shop button that does nothing.
Another tip: don't go overboard with regions. If you try to create a different price for every single country on earth, you're going to have 200 different Developer Products to manage. It's a nightmare. Group them! Create a "Tier 1" price for most countries and a "Tier 2" price for emerging markets.
Testing your script
Testing this is the tricky part because, well, you're only in one place. You can't exactly fly to another country just to see if your script works.
The easiest way to test in Roblox Studio is to go to the "Settings" and look for the "Localization" section. You can actually override your region there for testing purposes. If that doesn't work for you, some developers use a VPN to join their game, but that's usually overkill for a simple script test.
Just print the regionCode to the output console every time you join. If it says "US" (or wherever you are), and you change your logic to give "US" the discount, you can verify that the script is switching IDs correctly.
Wrapping it up
Adding regional pricing isn't just about the code; it's about growing your community. When you take the time to implement a roblox studio regional pricing script tutorial like this, you're telling your international players that you value them.
It takes maybe an hour to set up, but the impact on your player retention and "purchase happiness" can be huge. Just remember: keep your product IDs organized, always use pcalls, and keep your UI honest.
Good luck with your game! If you run into bugs, just remember that even the best devs spend half their time fixing typos in their tables. You've got this!