THE SHORT ANSWER
If you're building a Roblox experience with a team, you usually want the game owned by your group, not your personal account. Roblox's own documentation notes that a group lets multiple creators work on the same game, use the same assets, share profits, and give credit to all contributors — and that group ownership helps creators operate as independent.
- In Roblox Studio, File → Publish to Roblox opens a publish window with a Creator field where you can select a group instead of your personal account.
- Roblox's Creator Documentation labels attributing the game to a group as the recommended choice in the Creator field.
- The publish window includes fields for the experience's name, description, and applicable device types.
- A Roblox group allows multiple creators to work on the same game, use the same assets, share profits, and give credit to contributors.
- Group members' ability to edit or publish group-owned experiences is governed by group role permissions such as 'Edit all group experiences' and 'Edit and publish all group experiences', not by per-game settings.
- Roblox provides no feature to transfer an existing experience from a personal account to a group while preserving its statistics and revenue.
- File → Publish to Roblox As publishes the place as a new publish target instead of overwriting the currently published experience.
- A game republished under a group starts as a brand-new experience: visits reset to zero, and favorites, Robux revenue, and data-store player data do not carry over from the original.
How to Publish a Roblox Experience Under a Group (and Why You Can't Move an Existing One)
If you're building a Roblox experience with a team, you usually want the game owned by your group, not your personal account. Roblox's own documentation notes that a group lets multiple creators work on the same game, use the same assets, share profits, and give credit to all contributors — and that group ownership helps creators operate as independent studios.
The good news: publishing a new experience under a group takes about thirty seconds in Studio. The bad news: there is no built-in way to transfer an existing experience from your personal account to a group — and the workaround has real costs you should understand before using it.
Publishing a new experience under a group
If your game hasn't been published yet, this is the easy path — and the Creator Documentation itself marks group attribution as the recommended choice.
- Open your place in Roblox Studio.
- Go to File → Publish to Roblox.
- In the publish window, find the Creator field. By default it shows your personal account — select your group instead. The docs label the group option as recommended.
- Fill in the experience name and description, and tick the device types you want to support.
- Publish.
The experience now belongs to the group from day one, so your team can collaborate on it and share the profits through the group.
Who in the group can edit or publish it?
A common surprise: there's no per-game access list for group experiences. Whether a group member can edit or publish a group-owned game is controlled by their group role permissions — Roblox's group settings include role permissions such as "Edit all group experiences" and "Edit and publish all group experiences."
So if a teammate can't edit the group's game, the fix lives in the group's role configuration: give their role the appropriate experience permissions (or move them to a role that already has them). Conversely, be deliberate about which roles get publish rights — anyone whose role allows it can push updates to every experience the group owns.
Why you can't just "move" an existing game to a group
Roblox has no ownership-transfer feature for experiences. If your game already exists under your personal account, you cannot reassign it to a group while keeping its statistics — developers who have asked about this on the official Developer Forum are consistently told it isn't possible.
The path that exists is a republish, not a transfer: Studio's File → Publish to Roblox As publishes your place as a new target instead of overwriting the current one, and during that publish you can choose your group as the creator. This copies your place's contents into a brand-new experience owned by the group; the original stays on your personal account untouched.
The real cost: everything except the build starts from zero
This is the part to weigh carefully. Because the group version is a new experience, none of the following carries over:
- Visits — the counter starts at zero, as forum answers bluntly put it, "your group game will have to start from a simple zero."
- Favorites — players who favorited the original won't see the new one in their lists.
- Robux revenue — past earnings from visits and gamepasses stay attached to the old experience.
- Saved player data — data stores are scoped to the experience, so player progress saved in the original is not accessible from the republished copy.
For a small or unreleased game, none of this matters much — republish under the group and move on. For an established game with real traffic and player progress, the calculus often flips: losing your visit count, favorites, and every player's saved data can do more damage than personal-account ownership ever would. A compromise suggested on the Developer Forum is to keep the game where it is and simply link it from your group — for example in the group description — so the community connection exists without resetting anything.
Quick decision guide
- Game not published yet? Publish it under the group from the start via the Creator field. No downside.
- Published, but new and small? Republish to the group with Publish to Roblox As and retire the original.
- Published, with real players and saved data? Think hard before republishing — the reset may cost more than personal ownership does. Cross-linking from the group is often the better trade.
Once your group experience is live, the next steps are usually configuring roles for your collaborators and setting up your data stores cleanly from the start — if you're working through those, you can continue with practical Roblox help on Roblox How.