In its latest financial report, Roblox has revealed impressive growth in revenue for the second quarter, despite a slight dip in net bookings.
Here are the key takeaways:
The Financials
Figures for the period ending June 30, 2026
- Revenue: $1.5 billion (a 36% increase from the previous year)
- Bookings: $1.6 billion (up by 8% year-on-year)
- Net Losses: $185 million
Key Insights
Despite the growth in bookings, Roblox reported a shortfall due to reduced monetization per hour among younger users in the US and Canada.
This was attributed to a shift in engagement from older viral games to newer ones with lower hourly monetization rates.
Roblox adjusted its algorithm to prioritize games with high retention rates over immediate monetization, which had a temporary impact on younger users.
The platform saw a 10% increase in daily active users (DAUs) to 123 million, with significant growth in Japan (67%) and India (64%).
DAUs and hours spent by users over 18 increased by 32% and 27% respectively compared to the previous year.
The average bookings per DAU decreased by 2% to $12.66, while the number of monthly unique payers rose by 15% to 27 million, with an average booking of $19.25 per payer.
Over half of global DAUs completed age verification by the end of the quarter, with a high percentage of users in the US and Australia undergoing the process.
Roblox introduced two new accounts for minors, Roblox Kids (ages five to eight) and Roblox Select (ages nine to 15), which now offer access to over 30,000 games.
Total engagement hours increased by 5% year-on-year to 29 billion in the second quarter, with the top 10 games contributing 20% of total hours.
The platform also experienced a rise in new user sign-ups due to seasonal trends and the reinstatement of Roblox in Russia after a previous ban.
CEO David Baszucki expressed the company’s commitment to capturing a significant share of the global gaming market, highlighting the growth in users and engagement from the previous year.
Baszucki stated, “With Roblox processing a substantial portion of global gaming revenue and offering a comprehensive platform for game development, safety, and economy, we are well-positioned to achieve our goal of 10% market share.”