What you can change
The experience listing names seven design controls: screen size, cameras, corners, buttons, colour, finish, and logo. You pick the parts, set the price, and hand the device to your team. No rarity, stat, or cash cost is published for any option, so this page compares decisions, not hidden power.
| Control | What is confirmed | What to decide |
|---|---|---|
| Screen size | You set it yourself | Change it when reviews or sales say the device feels wrong, not on the first click |
| Cameras | You choose them | Treat a richer camera as a price decision. The listing never says it sells by itself |
| Corners | You shape them | A visible change. Pair it with the price you can still defend |
| Buttons | You choose them | Keep the first phone understandable. Extra buttons are not given a stat |
| Colour | You choose the colour | Use it to make the product recognizable before you chase a premium finish |
| Finish | You choose the finish | The store also sells a pass named Premium Finishes. The listing does not say which finishes it adds |
| Logo | You set the logo | The store pass Logo & Wallpapers names logos and wallpapers. Wallpapers are not in the main design sentence |
A practical first phone
Make one coherent phone and launch it. If critics are harsh or live sales are weak, change one control or the price and launch again. Raising every control to the most expensive choice before the first review is a guess. The game does not publish a flagship checklist.
Later designs
An Extra Design Slot pass is on the store for 99 Robux. The name says you get another design slot. It does not publish how many slots you start with. Use a second slot when you already have one phone selling and you want a second line, not as a substitute for the first launch.
Phones are the starting product. Tablets, smartwatches, earbuds, foldables, and laptops come from year-by-year research, covered in research.
