Jitscape

Verified first.
Settled second.
Never the reverse.

Jitscape is the user acquisition platform for Roblox. Developers pay for exactly one thing: a real player, confirmed by the game server itself. A new join, verified playtime, or the milestone you define — open to new players only or to everyone, your call. Reward sites supply that traffic and earn on every conversion, paid in USDT.

No spend minimums · no publisher fees · fraud is never billed

Earn Robux

Live offers
  • Obby TowerJoin as a new player+R$ 12
  • Speed CircuitPlay for 30 minutes+R$ 45
  • Craft KingdomForge your first sword+R$ 30

Server verification

  • Reward-site click
  • Playtime 30:00
  • Click-to-finish timing
  • Duplicate attempt

Settled

$1.00

Publisher payout sentPostback delivered

1×

each player converts once per objective. Ever

$0

billed on rejected conversions. Fraud costs nothing

100%

server-verified. The game client is never trusted

$10

minimum payout, in USDT on Polygon

How money moves.

Four steps, each one enforced by the server. Never by trust.

  1. ClickA user starts an offer. A signed, time-boxed window opens.
  2. VerifyThe game server confirms it. The client is never trusted.
  3. SettleCharge, publisher credit, budget check. One transaction.
  4. PayoutA signed postback tells you who to credit.

Billed on verified play. Nothing else.

Not impressions. Not clicks. A player joining your game, thirty verified minutes of play, or the exact milestone you care about — from new players only, or from anyone. Your choice per objective.

  1. 1

    Register your game

    Verified against Roblox and reviewed before any campaign can spend a cent.

  2. 2

    Price the actions you want

    New joins, "play 30 minutes", or any custom milestone — for new players only or every player, your choice. One price per objective, a hard daily and total budget.

  3. 3

    Drop in one ModuleScript

    The JitscapeSDK reports joins and playtime automatically; custom milestones are one line: JitscapeSDK.trackObjective(player, "crafted_sword").

  4. 4

    Pay only when it's verified

    Every conversion is re-verified server-side against the click. Repeats, bots, and too-fast completions are rejected. And rejected is free.

Jitscape compared to a typical ad network
DimensionJitscapeTypical network
What you pay for
A verified in-game action: a real player joining, 30 real minutes, a real milestone
Impressions or clicks. Whatever happens after is your problem
Fraud handling
Server-side timing floors and one-per-player-forever dedupe; rejected conversions are never billed
Refund requests after the money is gone
Budget control
Hard daily and total caps enforced inside the payment transaction
"Spend pacing" that overshoots
Payout transparency
Your exact payout stated on every offer, before you run it
Undisclosed rates, often below 50%

A money-maker your users don’t distrust.

Your users complete game tasks they can see the value of; you earn on every verified conversion. Setup is one themed iframe.

  1. 1

    Create a placement

    Theme the wall to match your site. Colors, font, layout. With a live preview.

  2. 2

    Embed one signed iframe

    Your server signs pubId + userId with your secret. Nobody can impersonate your users or your traffic.

  3. 3

    Your users earn, you earn

    Clear tasks, real payout values. Every verified conversion fires a signed postback to your server. Credit your users in your own points.

  4. 4

    Withdraw in USDT

    Your share accrues per conversion. Request a payout from $10. Funds lock instantly and pay to your wallet.

How a conversion pays

Say an offer on your wall pays $0.67 for “Play for 30 minutes” — every offer states its exact payout up front. A user completes it, the game server verifies it against the actual clock, and your postback fires with the amount and the user to credit. Earnings-per-click updates live.

$0.67 × 15 / day ≈ $300 / mo

Illustrative math only, not a projection — earnings depend entirely on your traffic and the offers live at the time.

Fraud-proof by construction, not by refund.

Every check below runs in the database and the protocol, on every conversion. Not in a terms-of-service promise.

Standing fraud and integrity checks
CheckEnforced asStatus
Player identityKeyed on the Roblox UserId, resolved server-side at click timeEnforced
Duplicate conversionOne conversion per player, forever. A database constraint, not a policyEnforced
Completion timingFaster than humanly possible, or playtime reported before the clock ran, rejectedEnforced
Wall and postback signaturesHMAC-SHA256 both directions; tampered traffic dies at the doorEnforced
Ledger entryAppend-only with balance-after snapshots. History is never edited, only appendedEnforced
WithdrawalReviewed by an operator before funds leave the platformHuman-reviewed

The questions everyone asks.

When does an advertiser actually pay?

Only at the moment a conversion is verified and approved. The charge, the publisher's credit, and the budget check happen in one database transaction. Clicks, impressions, and rejected conversions cost nothing.

How do my users get their reward?

Jitscape pays you (the publisher) per conversion and notifies your server with a signed postback naming the user. You credit them in your own site's currency at whatever rate you choose.

What stops someone faking completions?

The game client is never trusted. The server compares every completion against its own click timestamp, enforces playtime durations itself, deduplicates per Roblox account forever, and rejects anything that doesn't add up. Unbilled.

What does it cost to be a publisher?

Nothing. You earn on every conversion your wall produces — the exact payout is stated on each offer — and withdraw from $10 in USDT.

How long do users have to complete a task?

10 minutes for joins and quick milestones, automatically extended for playtime objectives (the duration plus an hour, up to 24 hours). The wall states exactly how long they have.

Be live today.

Sign up, pick your role, and go. Campaigns activate the moment your SDK is in place; walls embed with one signed URL.