How to find Roblox YouTubers to promote your game: the outreach list, built by hand

Start from one Roblox YouTuber who already covered a game like yours, then find more channels like that one. Judge them on average views, not subscribers. The business email, if there is one, sits on the channel's About tab.

The lists that exist are short, gated, or about somebody else's campaigns.

Page one for this question is two forum threads from 2020

Search it in August 2026 and you get two threads on the Roblox developer forum, two YouTube videos, a community wiki, Roblox's own advertising documentation, and the homepage of a marketplace you have to join. No creator-search tool ranks at all. The best answer on page one is six years old, so it is worth reading what it actually says.

The first thread, How to contact Roblox youtubers? from September 2020, gets the quick answer immediately:

Try emailing their business email. That will send it directly to them or their manager.

That reply is not the accepted one. The accepted answer says the method depends entirely on who you are emailing:

I bet he has thousands of people sending him emails every day, meaning he is tough to reach. Your email might not even get read, and has a high chance of never making it to Flamingo himself.

and, for the tier below:

Popular (500K subs): This is a bit easier, as your emails are much more likely to be read.

The second thread is the other approach, tested. A developer posted a wanted ad in October 2020 — cooking game, will pay something, contact me. Three posts total. The only reply:

I would help you for free of charge, but I am sorry, I only do ro-aviation videos, because my PC is horrible.

Six years on, the ask has not changed. On r/robloxgamedev in July, a developer wrote "looking to hire a streamer, but have no idea where to find one?" and drew exactly one comment, which told them not to bother: "if its for promoting your game, i think you can do it yourself and doesnt need to pay anyone." Last October, somebody six months into their first game asked "Are there a list of youtubers who are willing to promote?" The reply is the one useful sentence in either thread: "As for YouTubers, I’d recommend reaching out to those who already play games similar to yours."

Roblox recommends creator outreach and documents none of the mechanism

Roblox's own guidance is unambiguous that this works. The recommended strategies page:

Many Roblox users learn about new games from their favorite YouTubers. Getting one or a few of these influencers to play your game can help get some initial traction.

Under the heading Find the right influencer, the entire method guidance is one sentence — "Influencers are more likely to cover your game if it fits their audience – so do your research" — followed by a legal duty: "be sure to follow the FTC's Endorsement and Testimonial Guides and consult with your own legal counsel for specific advice."

Now open the page that exists to enumerate promotional tools. It tables seven methods for games: search ads, sponsored games, immersive portal ad campaigns, time-based events, player invite prompts, the friend invite reward system, and experience notifications. Every one of those is something Roblox sells or ships. Creator outreach is not among them.

The platform tells you to do it, tells you it carries an FTC obligation, and hands you nothing to do it with — because the mechanism lives on YouTube, which Roblox does not own.

Worth reading alongside it: Roblox's design guidance says "Many Roblox users count Roblox and YouTube as their top two content platforms" and tells you to design for the camera: "could a streamer make great, fun content with it?" It cites Brookhaven's "Creator Cam", which lets content creators hide the UI when they are recording. Outreach starts before the first email. It starts with the game giving a streamer something to film.

The public Roblox lists are shorter than their titles, and the emails are gated

Four things rank or get recommended for this. Here is what each actually gives a Roblox developer, checked 14 August 2026.

Claimed in the title100Channels actually named75Carrying an email61, all masked
What the "100 Roblox YouTubers" list actually hands youCounted from Feedspot's directory (updated July 2026), checked 14 August 2026. The title says 100; the page names 75; 61 of those carry an email, and every address on the page is masked. The unmasked set is a 411-row file you have to email their team for.
sourcewhat it iswhat you actually get
Feedspot's "100 Roblox YouTubers"hand-curated directory, updated July 202675 channels named, not 100. 61 carry an email and every address is masked. The full "411 Roblox YouTube Influencers with email contacts in a spreadsheet or csv file" comes only by emailing their team
Modash's Roblox page"13 Creators Sponsored by Roblox"Roblox Corporation's own brand roster, not a pitch list. Three render before the signup wall: a Roblox event host, a South African lifestyle creator, a US family creator
Social Seed"The Roblox and Fortnite Influencer Marketplace", "over 10,000+ Game developers, Creators and Influencers"a two-sided network you join. You post and wait, which is the wanted-ad approach with a login
GameOutreachthe one vendor that has measured this work properlynothing, for you. It works from Steam — "Pick a similar Steam game, see every YouTube channel that covered it" — and its own footer now reads "Closed to new accounts"

Modash's page is accurate about itself and useless for the query. Its FAQ says Roblox's "marketing strategy includes influencer partnerships, particularly on Instagram" and that those partnerships "target audiences that are predominantly female (68.2%)". That is a description of how Roblox Corporation runs its own brand campaigns. A solo developer who wants somebody to play their game is not the reader it was written for.

One number to hold carefully. GameOutreach reports that "only about 1 in 4 channels post an email publicly", while 61 of the 75 channels Feedspot names carry one. Both are probably right, because they are counting different populations: GameOutreach counts channels that covered indie games on Steam, Feedspot hand-picked large Roblox channels, and a large channel publishes an address precisely because it wants deals. Do not average the two. Expect the high rate at the top of your list and the low rate in the tail, where the channels that will actually say yes live.

The method the forums converge on: comps first, average views second, email last

The best-explained version of this comes from r/gamedev in July. It answers a developer who wrote "I've checked some shady websites but couldn't find any good list of influencers who cover my game for payment." The top reply is a procedure, and the r/robloxgamedev answer above is the same procedure in one line. Translated to Roblox:

  1. Write down the five games closest to yours — "in terms of genre, features, art style, and overall vibe", per that reply. Not the five biggest games on the platform. The five most similar.
  2. Search YouTube for each of those game names. Collect every channel with a video on them. A channel that has covered three of your five is a far better prospect than one that covered the biggest.
  3. Rank by average views across recent uploads, not by subscriber count. The clearest statement of this is twelve years old, also on r/gamedev: "Don't ever look at sub count. Look at average views. There are way too many channels with over 100k subs that get less then 10k views on a video that will mostly be a waste of your time."
  4. Check the channel still posts Roblox content. A channel that moved on two years ago is a dead row.
  5. Get the address. Google documents three steps: go to the channel, click the channel description to open the About section, then select View email address. Its help page adds the only limit it states anywhere: "You can only view the email address if the channel owner has provided one".
  6. Sort by size before you write. The accepted devforum answer is right that a Flamingo-scale channel is a lottery ticket and the 500K tier is a conversation. The 2014 thread puts the reason plainly: "these channels get 100+ requests per week and let's face it, you're nobody."
  7. Disclose. Roblox's own instruction is to follow the FTC's Endorsement and Testimonial Guides and to take legal advice, and that obligation is yours, not the creator's alone.

If thirty channels is enough for your launch, stop here. You do not need anything else on this page.

The five-a-day email limit is real, undocumented, and unappealable

Past a few dozen channels the bottleneck is not finding them. It is that you cannot open the addresses fast enough.

Google's help page, quoted above, documents the three steps and says nothing about a daily cap or a CAPTCHA. Search that page and the neighbouring one for such a limit and there is nothing to find. Two independent parties say otherwise. GameOutreach, which sells the fix, states that "YouTube's CAPTCHA caps email lookups at ~5/day per Google account". The r/gamedev commenter above, who sells nothing and was answering a stranger, dropped the same number in passing: "you can do 5 a day on YT so you want to start early".

So five a day is a real, widely planned-around limit that no one can quote a policy for. That is worse than a documented cap, not better: there is nothing to appeal, no page that tells you when it changes, and no way to know whether the number is five today. Do not plan a launch on the assumption it will hold, and do not treat it as YouTube policy — treat it as what a lot of people independently hit.

The consequence is arithmetic. GameOutreach puts a 200-channel list at "10–17 hours of focused screen time", "roughly 3–5 minutes per channel that makes the list", stretched over weeks because of the daily limit. And it does not carry forward: "if your next game ships in 18 months, none of this is reusable."

Every published price in that category is a monthly seat. We converted the three vendors that publish one into a cost per email in a separate post.

Where we fit

Name one Roblox YouTuber who already covered a game like yours and get back up to 25,000 similar channels, out of 200 million YouTube channels indexed. That is step 2 of the method above, done in one call, and it is the step the manual version is worst at — you can only search for games you already thought of.

Results carry a flag for whether the channel publishes a business email, so you can see how much of a list is contactable before spending anything on addresses. The address itself comes from the dedicated YouTube email lookup: it returns the business email a creator published on their own channel, the same one behind Google's View email address button. A lookup that finds no email is not charged, which matters on Roblox, where a lot of the small channels worth pitching never published one.

Twelve credits per result. One credit is $0.01 on pay-as-you-go and falls to $0.0066 with volume, so $0.079 to $0.12 per creator — a 300-channel list is $23.70 to $36.00, and pay-as-you-go carries no monthly fee. There is a self-serve route that needs no account with us at all.

Exclusion lists matter more here than in most niches. A creator you contacted last launch is never returned again in any later campaign, and the Roblox creator pool is small enough that you will otherwise re-email the same people and not remember.

What this does not do

It does not cover Twitch. The r/gamedev method says to search "YouTube and Twitch"; we cover YouTube, TikTok and Instagram, and only those three. The Twitch half of your list stays manual.

It does not vet the audience for you. Step 3 is a check you perform by opening the channel. We hold no fake-follower or engagement-authenticity signal and do not score one. A tool that offers you a number there is claiming to know a stranger's audience. Verify that claim yourself.

We do not verify the addresses. We return what the creator published. If they stopped reading that inbox in 2023, no one can tell you that, and any product claiming otherwise about a published address is claiming more than it can know. No phone numbers either.

It does not settle the compliance question. Roblox's user-base page notes the platform "now has more users that are at least 13 years old than under the age of 13", which does not remove the disclosure duty on a paid video, or your obligation to take the legal advice Roblox tells you to take.

And it will not fix the pitch. The 2020 accepted answer and the 2014 thread agree on the part that has not changed in twelve years: at the top of the list you are one of a hundred emails that week. A longer list of smaller channels who already cover games like yours is the only version of this that works, and it was never the addresses that were hard to get. It was deciding who was worth emailing.