Roblox Ratings: Thumbs Up/Down and the Feedback Panel
Contents
Rating an experience in Roblox comes down to two buttons — thumbs up and thumbs down — and everything that grows out of those taps is what developers see in the Feedback analytics panel. There are no star systems, no one-to-ten scores, no expanded surveys in this mechanic — just a binary choice from the player and a dashboard that counts it.
Below is how this works from the player’s side, from the developer’s side, and exactly where the numbers can mislead you.
What the player does: two taps
The mechanic is deliberately simple. The player picks one of two icons — Up or Down — and that’s the end of their part in it.
For the Roblox app on PlayStation, the official help documentation describes it this way: on the experience screen, you select the thumbs-up or thumbs-down icon and confirm with X. In other words, rating isn’t a separate menu or a form — it’s an element built into the experience page itself.
There’s a detail that’s easy to miss: you have to play first. On PlayStation, the option to rate an experience only appears after you’ve actually launched it and played. That’s not a bug or a button that “hasn’t loaded” — it’s built-in behaviour.
What that means in practice:
- If the rating buttons aren’t there, the most likely reason is that the experience hasn’t been launched yet from that account.
- The rating is tied to the fact of playing, not to the fact of viewing the page. Simply opening the experience card isn’t enough.
- If the experience won’t launch at all, that’s a separate problem — see our guide on Roblox connection errors.
Whether this works identically on PC, mobile and Xbox is something we can’t confirm — the source we’re relying on specifically covers the PlayStation app. So we won’t speculate about other platforms here: the up/down principle itself is universal, but the control details are only officially documented for PS.
You can change your rating
A player isn’t locked into their first tap. Roblox states directly that the rating can be changed at any time.
That’s a small detail, but it changes the nature of the metric. An experience’s rating isn’t an archive of past impressions — it’s a current snapshot of sentiment among people who’ve played. Someone who gave a thumbs down over a launch-day bug can come back a month later and flip their rating. And the reverse happens too.
For a developer, this means one simple thing: the number doesn’t move only when new players arrive. It also moves when existing players change their minds.
What the developer sees: the Feedback panel
On the other side of the screen sits the Feedback analytics panel in the Creator tools. It turns the mass of taps into a graph and pairs them with player comments.
The first thing to know about this panel is that it has a birth date, and that date doesn’t match the birth date of your game.
| Data type | Counted from |
|---|---|
| Game upvotes / downvotes | 1 February 2025 |
| Player comments | 17 March 2025 |
So if your experience has existed longer than the panel has, you won’t see its full history there. Votes collected before February 2025 don’t show up in this panel; comments before 17 March 2025 don’t either. This isn’t “lost data” — it’s the tool’s coverage limit.
The practical consequence: you can’t build a “before vs. after a major update from years ago” comparison in the panel if that update predates these dates. Comparisons only work within the available window.
Time ranges and the summary above the graph
The graph in the panel doesn’t show “everything, all time” as one continuous sweep — you choose the observation window yourself.
Available options:
- 7 days — a short snapshot. Useful for checking right after an update or event.
- 30 days — a monthly picture, the most common working range.
- 60 days — two months, enough to see whether an effect from a change has held.
- 90 days — a quarter, the longest of the ready-made presets.
- Custom range — if none of the four fit, you set the dates manually.
Above the graph itself, the panel shows two summary figures for the selected period: total vote count and upvote percentage. So you see not just “what share is positive” but also how many votes that share is based on — and those are two different things. The same percentage on ten votes versus on a large sample means a very different level of confidence in the number.
Why the panel and the game’s rating can disagree
This is the most common source of confusion, and the explanation is technical rather than mysterious.
The figures in the Feedback panel update once a day. The game’s live rating, on the other hand, changes the moment players tap the buttons. Because of that, the two numbers can fail to match at any given moment — the panel shows the state as of its last update, not “right now.”
What to do about it:
- Don’t treat a gap of a couple of percentage points as an error. That’s expected behaviour from a once-a-day refresh.
- Don’t draw conclusions about an update’s effect in the first few hours after release — the panel simply hasn’t recalculated yet.
- Compare panel to panel (day over day), not panel to the live experience page.
How to actually use this: a working routine
The mechanic doesn’t improve anything by itself — it just gives you a signal. A meaningful cycle looks like this:
- Record a baseline. Before making a change, note the upvote percentage and vote count over 30 days. Write them down — otherwise there’s nothing to compare against a week later.
- Change one thing at a time. If you rework the economy, the map and the interface all at once, the graph will show movement, but it won’t tell you what actually worked.
- Wait for the panel to update. At least a day, because before that the data simply won’t exist yet.
- Look at both numbers together. A percentage without a vote count is only half the story.
- Read the comments next to the graph. A vote says “bad”; a comment sometimes says “why.”
- Separate the causes. A drop could be about content, or it could be about performance — the second is fixed very differently, and we cover that separately in our guide on performance optimisation.
If you’re just starting out in development and don’t have your own experience to pull these metrics from yet, begin with your first steps in Roblox Studio, and look up official tool descriptions in the Roblox documentation.
What we’re not claiming
This part matters more than guesswork, so let’s lay it out directly.
- We’re not naming any “normal” approval percentage. Roblox doesn’t publish thresholds like “below X is bad.” Any such figure floating around online is someone’s personal opinion, not an official benchmark.
- We’re not claiming ratings affect discovery, recommendations or earnings. The sources we’re relying on don’t mention such a link. You can guess at anything logically — but a guess and documentation are different things.
- We’re not describing the process for platforms other than PlayStation. The official help page we used specifically covers the PS app.
- We don’t know exactly how Roblox calculates the overall game rating — whether all votes count equally, or whether there’s any filtering. The company hasn’t explained this in the materials we used as sources.
- We’re not naming a vote count needed for “reliable” statistics. Roblox hasn’t announced a figure like that.
If you come across text that confidently states any of these numbers, ask where they got it. Most of the time, there won’t be an answer.
In short
A player taps thumbs up or thumbs down after playing, and can change that rating at any time; a developer sees these votes in the Feedback panel from 1 February 2025 (comments from 17 March 2025), over a 7-, 30-, 60-, 90-day or custom window — keeping in mind that the panel refreshes once a day and can lag behind the game’s live rating.
Frequently asked questions
How do you rate an experience in Roblox?
With the "thumbs up" (upvote) or "thumbs down" (downvote) buttons. In the Roblox app for PlayStation, you do this on the experience screen: select the Up or Down icon and press X.
Why don't I have rating buttons?
On PlayStation, you can only rate an experience after you've actually played it. Until you've played, the rating option simply doesn't appear.
Can you change your rating?
Yes, a player can change their rating at any time — it isn't locked in after the first tap.
From what date can a developer see ratings in the Feedback panel?
The Feedback panel counts upvotes and downvotes from 1 February 2025, and player comments are recorded from 17 March 2025. There's no data in the panel for periods before these dates.
Why don't the numbers in the Feedback panel match the game's rating on its page?
The panel's figures update once a day, so they can lag behind the real-time rating.
What time ranges can you view on the Feedback graph?
7, 30, 60 and 90 days are available, plus a custom range. Above the graph you'll see the total vote count and the upvote percentage for the selected range.