Creating a Gamepass Directly From Your Phone
You don't actually need a computer to do this. The Roblox app has the Developer Hub built right in, but it's buried under enough menus that most people give up before they figure it out. I spent about forty-five minutes the first time I tried this because I kept looking for a button that wasn't there in any obvious place. Open Roblox on your phone and go to any game you own or have Developer access to. Tap the game icon, then tap the three dots in the top right corner. Select Game Settings. From there, scroll down to the Monetization section and tap Game Passes. This opens the Game Passes interface where you can create a new one. Tap the plus icon. You'll be prompted to name your Gamepass, set a price in Robux, and add an image. The image needs to be at least 512x512 pixels and under 1MB. If you skip the image, it still works but looks unprofessional in-game. That's something I learned after getting zero traction on a Gamepass with no thumbnail.
Once you save it, the Gamepass is live immediately. There is no approval process for standard Gamepasses. Premium payouts kick in automatically, which is worth noting because the Robux you earn won't be withdrawable until your account hits 1,000 Robux in total earnings. Here's the part that trips people up: you need to be a Co-Owner or Owner of the game to access these settings. If you're just a developer without ownership rights, the Monetization tab simply won't appear. I hit this wall on a collab project and had to message the actual owner to get promoted in the group permissions before I could create anything. That took two hours of back-and-forth messages.
Advanced Settings You Might Miss
After creating the Gamepass, there's a small gear icon next to it that opens detailed settings. You can toggle whether the Gamepass stacks with VIP servers, set it as a one-time purchase versus a subscription (that's actually a different product type called a Subscriptions, not a Gamepass), and configure whether it applies to all experiences or just the one game. Most beginners leave all of this on default, which works fine for simple items but will cause problems if your game uses server-based datastores. The biggest issue I've seen is people confusing Gamepasses with Developer Products. Gamepasses are one-time purchases that persist for the user across all visits. Developer Products are consumables that can be bought repeatedly. If you're selling ammo or temporary boosts, use Developer Products. If you're selling permanent abilities or VIP status, use Gamepasses. Mixing these up leads to confused players leaving negative feedback, which tanks your game's rating faster than almost anything else. One practical limitation to be aware of: mobile editing is slower and more error-prone than the web version. The touch interface makes it easy to accidentally tap the wrong menu and lose your place. I recommend drafting your Gamepass details on paper or in a notes app first—name, price, description, image file ready to go—then just execute the taps without stopping to think. That cuts the process from around five minutes to about ninety seconds.
Get the Full Details

Also worth knowing: Roblox changed their UI in 2024 and moved some of these options. If you can't find Game Settings, make sure your app is updated to the latest version. An outdated build hides the Monetization section entirely, and I wasted an afternoon troubleshooting this before realizing my app was six months behind. There's also no way to batch-create Gamepasses on mobile. If you need fifteen of them for a large project, you're creating each one individually. The web dashboard at roblox.com/created/items supports bulk operations, so if you're building a complex economy, plan to switch to a browser when the time comes. Once your Gamepass is live, test it yourself. Buy it with 1 Robux, verify the item appears in your inventory, and confirm the effect triggers correctly. I once launched a speed-boost Gamepass and spent three days wondering why nobody was buying it before realizing the animation never actually played. The pass existed, the button worked, but the script was hooked to the wrong event ID. Mobile editing makes it easier to miss these details since you can't run the full output console like you can in Roblox Studio on PC.
If you need real-time sales data or analytics beyond the basic view count, you'll need to switch to the web version anyway. The mobile interface shows you how many passes sold and at what price, but that's about it. Everything deeper lives on the dashboard.