Roblox averaged 123 million daily active users (DAUs) in the second quarter of 2026, up 10% year over year. That compares with 151.5 million DAUs in Q3 2025. The latest Roblox statistics show that revenue grew 36% to $1.5 billion in the quarter, while year-over-year bookings growth was 8%, at the low end of the company’s guidance range.
For Q3 2026, Roblox expects bookings to decline 14% to 18% year over year and revenue to rise 4% to 10%. Paying users rose 15% to 27 million, and DAUs in Japan and India grew 67% and 64%. The gap between users, revenue, and bookings defines Roblox in 2026.
Key Takeaways
- DAUs grew 10% to 123 million in Q2 2026, after growing 35% in Q1 2026.
- Roblox recognizes most bookings as revenue over an estimated average paying-user lifetime, which was 27 months in Q2 2026.
- U.S. O18 users monetize over 50% higher than U18 users, according to Roblox.
- The U.S. and Canada generated 57% of Q2 2026 revenue, down from 62% a year earlier.
- Infrastructure and Trust and Safety expense jumped 54% to $236 million in Q2 2026.
- Roblox creators earned over $1.5 billion in 2025, up from $923 million in 2024.
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- Daily users: 123 million DAUs in Q2 2026.
- Hours engaged: 29 billion hours in Q2 2026, up 5%.
- Revenue: $4.9 billion in fiscal 2025, up 36%.
- Bookings: $6.8 billion in fiscal 2025, up 55%.
- Paying users: 27 million average monthly unique payers in Q2 2026.
- Global reach: 29 billion hours played in Q2 2026 across more than 180 countries.
Roblox Statistics: Daily Active Users by Quarter
- The platform’s average audience stood at 123 million DAUs in Q2 2026, a 10% annual gain.
- Roblox was reinstated in Russia in June, though Russia remained an approximate three-percentage-point headwind to year-over-year DAU growth.
- DAUs grew by nearly 34 million from Q1 2025 to Q1 2026, reaching 132 million.
- Roblox added approximately 60 million DAUs from Q4 2024 to Q4 2025.
- In Q2 2025, users aged 13 and older made up 64% of total DAUs.
| Quarter | Average DAUs (millions) | DAU growth year over year (%) |
|---|---|---|
| Q2 2025 | 111.8 | 41 |
| Q3 2025 | 151.5 | 70 |
| Q4 2025 | 144 | 69 |
| Q1 2026 | 132 | 35 |
| Q2 2026 | 123 | 10 |
Source: Roblox shareholder letters, Q2 2025 to Q2 2026
The user base is still larger than a year ago, but growth has slowed in each of the last three quarters. Our Minecraft player statistics show a very different, purchase-led model.
How many people play Roblox daily?
Roblox averaged 123 million daily active users in Q2 2026, up 10% from a year earlier. Roblox expects a sequential increase in DAUs in Q3 2026, helped by seasonality and recent changes to its discovery algorithm.
About This Data
Figures are compiled from nine source documents: six Roblox SEC filings, including the latest quarterly shareholder letter, and three Roblox newsroom posts. The filings span five consecutive quarters, and figures are updated when Roblox publishes new results.
Roblox Hours Engaged
- Engagement totaled 29 billion hours in Q2 2026, a 5% annual gain.
- Hours grew 91% year over year to 39.6 billion in Q3 2025.
- In Q3 2025, total Hours among users aged 13 and older rose 107%, compared with 67% for users under 13.
- Hours grew 43% to 31 billion in Q1 2026.
- Hours grew 88% to 35 billion in Q4 2025.
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Is Roblox dying or growing?
Roblox is still growing in users: DAUs rose 10% to 123 million, and Hours rose 5% to 29 billion in Q2 2026. Monetization is the weak spot, with Q3 2026 bookings guided to decline 14% to 18% year over year. Growth has slowed sharply: DAUs and hours are still above year-earlier levels, but both have fallen for three straight quarters since Q3 2025.
Recent Developments
- July 30, 2026: Roblox guided Q3 2026 bookings to $1,576 million to $1,653 million, a decline of 14% to 18%.
- September 3, 2026: Roblox released its annual U.S. Economic Impact Report, which put U.S. creators’ 2025 GDP impact at $752 million, up 69% over 2024.
- September 11, 2026: At RDC 2026, Roblox said creators have earned approximately $1.7 billion in the past 12 months and announced Roblox Wallet and Roblox Card.
- September 11, 2026: Roblox said creators have used Build to publish approximately 9,000 games since its New Zealand alpha, with the public alpha expanding to Serbia and Singapore.
- September 17 to 28, 2026: The Hunt: Roblox 20 let players join games from each year of Roblox’s history back to 2006.
Roblox Revenue and Bookings
- Second-quarter revenue climbed 36% to $1.5 billion.
- Bookings growth of 8% in Q2 2026 landed at the low end of Roblox’s guidance range.
- Roblox attributed the bookings shortfall to a decline in per-hour monetization, most notably among younger cohorts in the U.S. and Canada.
- Q3 2025 bookings hit $1,921.8 million, a 70% jump.
- Revenue grew 39% to $1.4 billion, and bookings grew 43% to $1.7 billion in Q1 2026.
- Operating cash flow was $318 million in Q2 2026, up 60%, and free cash flow was $294 million, up 66%.
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For GAAP accounting, the vast majority of bookings are deferred and recognized as revenue over the estimated average lifetime of a paying user, which was 27 months during Q2 2026. The dollar figures follow.
| Metric | Q2 2026 ($ millions) | Q2 2025 ($ millions) | H1 2026 ($ millions) | H1 2025 ($ millions) |
|---|---|---|---|---|
| Revenue | 1,469 | 1,081 | 2,911 | 2,116 |
| Bookings | 1,557 | 1,438 | 3,288 | 2,645 |
Source: GAAP to non-GAAP reconciliation, Roblox, July 2026
By the numbers: Roblox closed fiscal 2025 with revenue up 36% to $4.9 billion and bookings up 55% to $6.8 billion, generating $1.8 billion in operating cash flow. That backlog keeps 2026 revenue rising as new spending slows.
Revenue by Region
- The U.S. and Canada contributed $846 million of Q2 2026 revenue, up from $670 million a year earlier.
- Together, the U.S. and Canada made up 57% of Q2 2026 revenue, down from 62% in Q2 2025.
- The U.S. alone, without Canada, accounted for 54% of consolidated revenue in Q2 2026, down from 58% in Q2 2025.
- No country other than the United States exceeded 10% of consolidated revenue in any period presented.
- Durable virtual items made up 91% of virtual item-related revenue in Q2 2026.
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Europe’s revenue rose about 49% year over year, from $204 million to $304 million. The share table below shows the resulting mix.
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Users by Country
- DAUs in Japan grew 67% year over year in Q2 2026, and DAUs in India grew 64%.
- DAUs in the U.S. and Canada rose just 6% in Q2 2026.
- In Q1 2026, DAUs outside the U.S. and Canada grew 40%, compared with 17% inside it.
- In Q4 2025, DAUs outside the U.S. and Canada grew 79%, compared with 32% inside the U.S. and Canada.
- International payers, outside the U.S. and Canada, increased 23% in Q2 2026.
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Players spent 29 billion hours on Roblox last quarter across more than 180 countries, Roblox said at RDC 2026.
Roblox Age Demographics
- As of the seven days ended June 30, 2026, 38% of users who have age-checked were between 13 and 17.
- O18 users represented 27% of DAUs who have age-checked in Q2 2026, and approximately one-third in the U.S.
- In the U.S., DAUs among users aged 18 to 34 grew 42% year over year, ahead of 32% for all O18 users.
- U.S. O18 users monetize over 50% higher than U18 users.
- Roblox estimates the global gaming market at approximately $200 billion a year, with the O18 segment accounting for roughly 80% of spending.
- Roblox said 2D gaming accounts for approximately one-third of the U.S. gaming market. Much of that 2D play happens on phones, the segment covered in our mobile games statistics.
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The split covers only age-checked users, not the whole base. Adult growth rates follow, and they line up with our Gen Z gaming platform statistics.
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Why it matters: Roblox says U.S. O18 users monetize over 50% higher than U18 users, while O18 players account for roughly 80% of global gaming spend. Growing the adult audience is a revenue decision as much as a product one.
Paying Users and Payer Trends
- Average monthly unique payers (MUPs) reached 27 million in Q2 2026, up 15%.
- MUPs reached 36.7 million in Q4 2025, close to double a year earlier.
- MUPs were 31 million in Q1 2026, up 52%.
- Payer counts hit 35.8 million in Q3 2025, an 88% increase.
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Payers have fallen for two quarters since Q4 2025. Spending on other titles is tracked in our in-game purchase statistics.
Roblox Creator Earnings and DevEx
- Creators have earned more than $5 billion on Roblox since DevEx launched in 2013.
- Creators earned approximately $1.7 billion in the 12 months through June 30, 2026.
- Roblox’s top 1,000 creators earned an average of $1.3 million in 2025, up over 50%.
- Starting June 8, 2026, creator earnings on in-game spend by age-checked U.S. O18 users rose to 37.8% from 26.6% for qualifying games.
- DevEx fees, the cash Roblox pays creators, rose 15% to $363 million in Q2 2026.
| Creator earnings metric | Value |
|---|---|
| Creator earnings, 2024 | $923 million |
| Creator earnings, 2025 | over $1.5 billion |
| US creator GDP impact, 2025 | $752 million |
| US cumulative GDP impact, 2017 to 2025 (estimated) | $2.37 billion |
| US full-time job equivalents, 2025 | 7,525 |
Source: Nordicity and Roblox economic impact findings, September 2026
Of the creators surveyed for the U.S. report, 83% operate as individual creators rather than established studios. Our Roblox game creation and monetization statistics break down how those payouts are earned game by game.
Key finding: Roblox creators earned over $1.5 billion in 2025, surpassing 2024’s total of $923 million, according to Roblox’s economic impact release. Payouts grew faster than Roblox’s revenue that year, and the June 2026 DevEx rate increase on qualifying adult spend lifts creator pay further.
Roblox Safety and Age Checks
- The U.S. and Australia surpassed 70% age-check penetration, toward a 90% long-term goal.
- Age-check penetration among U18 users reached 75% in the U.S. and 60% globally.
- Kids and Select accounts offer access to about 30,000 games, a nearly 50% increase since launch.
- Global Chat scaled to an average of 30 million daily messages in June 2026.
- Roblox said its age-check rollout restricted on-platform communication for non-age-checked users and slowed new user acquisition.
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By the end of Q2 2026, 57% of global DAUs had been age-checked.
Costs and Profitability
- Roblox posted a consolidated net loss of $185 million in Q2 2026, compared with $280 million in Q2 2025.
- Adjusted EBITDA was $152 million, compared with $18 million a year earlier.
- Total cash, cash equivalents, and investments were $6.1 billion as of June 30, 2026.
- Roblox repurchased 8.2 million shares for approximately $380 million in Q2 2026.
| Cost line | Q2 2026 ($ millions) | Growth year over year (%) |
|---|---|---|
| Cost of revenue | 292 | 24 |
| Developer Exchange fees | 363 | 15 |
| Infrastructure and Trust and Safety | 236 | 54 |
| Personnel costs excluding stock-based compensation | 283 | 16 |
Source: Cost component table, Roblox, Q2 2026
Worth noting: Roblox said the rise in Infrastructure and Trust and Safety expense was driven by AI-related investments and higher trust and safety costs, including safety-related marketing. Roblox labels this line Certain Infrastructure and Trust and Safety expenses and names AI-related investments as the first driver, so it is not a pure safety cost. It still grew more than three times as fast as DevEx fees.
Game Library and Long-Tail Content
- Roblox’s top 10 games accounted for about 20% of Hours in Q2 2026, down from 30% three years earlier, while Robux spend outside the top 10 grew by more than 20%.
- Experiences beyond the top 10 gained 25% in Hours during Q2 2026.
- In Q1 2026, experiences outside the top 10 accounted for 65% of growth in Robux spend.
| Long-tail metric | Q1 2026 | Q2 2026 |
|---|---|---|
| Hours or engagement growth outside the top 10 (%) | 43 | 25 |
| Robux spend growth outside the top 10 (%) | 41 | greater than 20 |
Source: Roblox Q1 and Q2 2026 letters
Roblox said engagement shifted from highly monetized, 2025-vintage viral games to new and evergreen games with lower hourly monetization.
AI Creation Tools and Build
- In a survey of several thousand Roblox creators who use AI, 95% said AI speeds up their timeline to launch.
- Creators are generating over 60,000 3D assets per day with Roblox’s generative tools.
- Of the users who created a game with Build, 71% had never used Roblox Studio before.
| AI creation metric | Value |
|---|---|
| Games using Cube-generated content daily | nearly 1,400 |
| Sequential increase in creators using Studio Assistant (%) | 20 |
| Games published with Build since alpha launch | approximately 9,000 |
Source: Roblox Q2 2026 letter and RDC 2026 announcement
Roblox content surpassed one trillion all-time views on YouTube as of the end of 2025.
Roblox Q3 2026 Outlook
- Management projects third-quarter revenue growth of 4% to 10%.
- Q3 2026 bookings are forecast to fall 14% to 18%.
- Roblox said monetization softness observed in Q2 is expected to persist in Q3.
| Q3 2026 guidance | Low ($ millions) | High ($ millions) |
|---|---|---|
| Revenue | 1,413 | 1,490 |
| Bookings | 1,576 | 1,653 |
Source: Third-quarter guidance table, Roblox, July 2026
If guidance holds, Q3 2026 will be the first quarter in this series with bookings below the prior year.
Is Roblox the #1 game in the world?
Roblox says nearly 4% of global gaming revenue runs through its platform, against a goal of capturing 10% of the market. Roblox said it accounted for 3.4% of the global gaming content market at the end of 2025, citing Newzoo. By spending, it remains a minority share of the market in our video game industry statistics.
Conclusion
Roblox still reached 123 million daily users in Q2 2026, up 10%. Revenue grew 36%, but bookings grew 8%. Roblox believes weaker monetization per hour reflects a shift of engagement from 2025-vintage viral games to new and evergreen games with lower hourly monetization. The adult audience, faster growth in Japan and India, and rising creator payouts are the strongest parts of the picture.
Roblox’s own Q3 2026 guidance calls for bookings to decline 14% to 18%. The next shareholder letter will show whether longer retention offsets lower hourly monetization.
































































