Retention before scale
We read day one and day seven retention before spending anything on traffic. Games that do not hold players do not get promoted.
Roblox game studio
Voyage Interactive develops original Roblox experiences and acquires games from independent creators. After an acquisition our team takes over development, live updates and marketing, so the game keeps growing instead of going quiet.
Portfolio
Visits, favorites and concurrent players are read from the public Roblox API when the page loads. If the API is unreachable, the last recorded values are shown instead.
The studio
Voyage Interactive works across simulators, idle games and survival experiences. Most of our titles start from a mechanic we can prototype in days, then live or die on how quickly we read the retention data and respond to it.
That same loop is what we bring to the games we acquire. A game that stops receiving updates loses players fast on Roblox, so the first thing we do after a handover is get back on a regular update schedule.
Work with usWe read day one and day seven retention before spending anything on traffic. Games that do not hold players do not get promoted.
New units, events and limited drops on a fixed schedule. Players learn when to come back, and the update itself becomes the marketing.
Passes and products built around what players already want to do faster, rather than paywalls dropped in front of core progression.
Discord servers, feedback channels and in game reporting, staffed so that problems surface before they show up in the rating.
Acquisitions
If you have built something that works but you do not want to keep running it, we will take it over. Here is the sequence from first message to handover.
Share the game link plus whatever analytics you have: visits, concurrent players, retention and revenue history.
We look at the numbers, play the game and check how much of the codebase is yours, then come back with a written offer.
Take the full amount at closing and walk away, or take less upfront and keep a share of what the game earns afterwards.
We move the experience, source and assets across, then ship the first update under our team. You are done.
Published on Roblox with real players in it, not a prototype or an unreleased build.
You own the place and the code, or you can name every contributor and the terms they worked under.
Simulators, tycoons, obbies, survival. Small games with a strong loop are worth a conversation.
Every submission gets a written answer.
Questions
What creators ask us most. Anything else, write to voyagenoirtype@gmail.com.
The game link and access to your analytics. Visit history, concurrent player graphs, retention and revenue over the last few months are what actually drive the number. If you do not have all of it, send what you have and we will tell you what is missing.
Mainly from recent revenue and how stable it is, adjusted for how much work the game needs before it can scale. A title with flat revenue and clean code is worth more to us than one with a spike from a single viral video. We explain the reasoning with every offer.
Yes. You can take a lower payment at closing and keep an agreed percentage of net revenue afterwards. It suits creators who believe the game has room to grow and want exposure to that without doing the work.
It goes on our update schedule. We keep the core loop that made it work and build on it rather than rewriting the game into something players do not recognise. Existing purchases and player progress are preserved.
Use the same form or email us directly. Tell us what you do, scripting, modelling, UI, animation or live ops, and include a portfolio or a place we can go and play something you made.
Contact
Every message gets a reply. If you are selling, include the analytics you have so we can skip a round of questions.