Roblox averaged 82.9 million daily active users in fiscal year 2024, up 21% year-over-year, according to the Roblox Corporation Q4 2024 shareholder letter. Minecraft surpassed 200 million copies sold across all platforms with a monthly active player base of approximately 126 million as of May 2020, per Microsoft and Mojang Studios announcements. The two largest sandbox platforms count their players on different clocks, and almost every “vs” comparison published online papers over that gap.
Mojang Studios confirmed at Minecraft Live 2023 that the franchise had crossed over 300 million copies sold across console, PC, and mobile. Roblox FY2024 revenue reached $3,602.0 million, up 29% year-over-year, with developer exchange fees of $922.8 million for the full year. The figures below pair Roblox’s SEC-mandated quarterly disclosures against Microsoft’s voluntary cadence for Minecraft, with methodology gaps disclosed in line where they exist.
Key Takeaways
- Roblox averaged 82.9 million DAUs in FY2024, up 21% year-over-year, per the company’s Q4 2024 shareholder letter. Roblox averaged 82.9 million DAUs in FY2024, up 21% year-over-year, per the company’s Q4 2024 shareholder letter.
- Minecraft has surpassed 300 million lifetime copies sold across all platforms. Minecraft has surpassed 300 million lifetime copies sold across all platforms.
- Roblox paid creators $922.8 million in 2024 through Developer Exchange; Microsoft does not disclose Minecraft Marketplace creator payouts. Roblox paid creators $922.8 million in 2024 through Developer Exchange. Microsoft does not disclose Minecraft revenue as a separate line item within the Gaming segment.
- Roblox FY2024 revenue reached $3.602 billion, up 29% year-over-year; Microsoft Gaming segment generated approximately $21.5 billion in FY24 with no separate Minecraft revenue line. Roblox FY2024 revenue reached $3,602.0 million, up 29% year-over-year. The Microsoft Gaming segment generated approximately $21.5 billion in revenue in fiscal year 2024.
- Among age-checked Roblox DAUs, 38% are aged 13 to 17, 35% are younger than 13, and 27% are 18 or older. Among age-checked Roblox DAUs, 38% are aged 13 to 17, 35% are younger than 13, and 27% are 18 or older.
- Roblox hit a 47.4 million peak concurrent-user record in Q3 2025, exceeding Steam’s all-time record of approximately 41.2 million. Roblox reached a peak concurrency of 47.4 million users in Q3 2025, exceeding Steam’s all-time concurrent-player record of approximately 41.2 million set in March 2025.
- Minecraft Education is used by more than 40,000 school systems across over 140 countries. More than 40,000 school systems across over 140 countries use Minecraft Education to meet their educational goals.
Editor’s Choice
- Roblox FY2024 bookings: $4.369 billion, up 24% year-over-year. Roblox FY2024 bookings were $4,369.1 million, up 24% year-over-year.
- Roblox FY2024 hours engaged: 73.5 billion, up 23% year-over-year. Roblox FY2024 hours engaged were 73.5 billion, up 23% year-over-year.
- Minecraft monthly active players (most recent Microsoft figure, May 2020): Approximately 126 million. Minecraft had a monthly active player base of approximately 126 million as of May 2020.
- Microsoft Gaming segment FY24 revenue: Approximately $21.5 billion, up 39% year-over-year. Microsoft Gaming revenue increased $6.0 billion or 39% in fiscal year 2024.
- Roblox creator economy cumulative through September 2025: Over $1 billion distributed via DevEx. As of September 2025, developers had earned over $1 billion through the Developer Exchange Program.
- Minecraft cyber-education content has been downloaded more than 80 million times. Minecraft cyber education content has been downloaded more than 80 million times across school networks worldwide.
- Roblox monthly unique payers (Q4 2024): 18.9 million, up 19% year-over-year. Roblox Q4 2024 Monthly Unique Players totaled 18.9 million, up 19% year-over-year.
Recent Developments
- February 2026: Roblox published an age-checked demographic split (35/38/27) after rolling out Persona facial age estimation for chat users. Among age-checked daily active users, 35% are younger than 13, 38% are age 13 to 17, and 27% are 18 or older. Roblox has implemented a transition to Facial Age Estimation by partnering with Persona to comply with the UK Online Safety Act requirements that took effect in 2025.
- December 2025: Roblox confirmed creators had earned over $1 billion cumulatively through DevEx as of September 2025. As of September 2025, developers had earned over $1 billion through the Developer Exchange Program.
- October 2025: Roblox announced a 47.4 million peak concurrent-user record, up 345% year-over-year. Roblox reached a peak concurrency of 47.4 million users in Q3 2025, representing a 345% year-over-year increase from 10.6 million in Q3 2024.
- 2025: UK Online Safety Act child-protection duties bind both platforms; Ofcom fines reach up to 10% of qualifying worldwide revenue or £18 million, whichever is greater. Companies that fail to meet these obligations face fines of up to 10% of qualifying worldwide revenue, or up to £18 million, whichever is greater.
- February 2025: Roblox reported FY2024 results: $3.602 billion revenue, $4.369 billion bookings, $922.8 million to creators. Roblox FY2024 revenue was $3,602.0 million, bookings were $4,369.1 million (up 24% year-over-year), and developer exchange fees totaled $922.8 million for the full year.
- 2024-2025 ongoing: Microsoft has not published an updated Minecraft monthly active player figure; the most recent official number remains approximately 126 million from May 2020. The approximately 126 million MAU figure was the most recent official monthly active player number Microsoft disclosed for several years.
Daily and Monthly Active Users: Roblox vs Minecraft
- Roblox FY2024 average DAUs: 82.9 million. Roblox FY2024 average DAUs were 82.9 million, up 21% year-over-year.
- Roblox Q4 2024 DAUs: 85.3 million, up 19% year-over-year. Roblox Q4 2024 Average Daily Active Users reached 85.3 million, up 19% year-over-year.
- Minecraft’s last official MAU disclosure (May 2020): Approximately 126 million. Minecraft’s monthly active player base was approximately 126 million as of May 2020.
- Monthly unique Roblox players, Q4 2024: 18.9 million. Roblox Q4 2024 Monthly Unique Players totaled 18.9 million, up 19% year-over-year.
- Roblox DAU year-over-year growth, FY2024: 21%. Roblox FY2024 average DAU growth was 21% year-over-year.
- Microsoft has not disclosed an updated Minecraft MAU since 2020 in its primary investor relations documents. The approximately 126 million MAU figure was the most recent official monthly active player number Microsoft disclosed for several years.
| Metric | Roblox | Minecraft |
| Reporting body | Roblox Corporation (SEC) | Microsoft / Mojang (voluntary) |
| Headline user metric | Daily Active Users | Monthly Active Players |
| Most recent disclosure | 82.9 million DAU (FY2024) | 126 million MAU (May 2020) |
| Disclosure cadence | Quarterly + annual | Ad hoc / press events |
| Monthly Unique Payers | 18.9 million (Q4 2024) | Not disclosed |
| Year-over-year growth | +21% DAU (FY2024) | Not disclosed |
Source: Roblox Corporation Investor Relations, Microsoft Investor Relations
The headline mismatch is structural. Microsoft buries Minecraft inside its Gaming segment and refreshes monthly active player figures only at Minecraft Live events.
Is Roblox bigger than Minecraft?
By active-user reporting, the two platforms are not directly comparable. Roblox averaged 82.9 million daily active users in FY2024, up 21% year-over-year. Minecraft surpassed 200 million copies sold across all platforms with approximately 126 million monthly active players as of May 2020. Daily active users and monthly active players measure different windows; Roblox’s DAU multiplied by a typical 3.0 to 3.5 platform ratio yields a rough MAU equivalent that exceeds the 2020 Minecraft figure, but Microsoft has not updated its number.
How many players does Roblox have vs Minecraft?
Roblox publishes daily active users every quarter under SEC disclosure rules; Minecraft does not. Roblox FY2024 average DAUs were 82.9 million, up 21% year-over-year, with Q4 2024 reaching 85.3 million. Minecraft’s most recent official monthly active player figure from Microsoft remains approximately 126 million from May 2020. Lifetime, Mojang has confirmed that Minecraft has crossed over 300 million unique copies sold across all platforms.
Lifetime Reach: Registered Accounts vs Copies Sold
- Minecraft lifetime copies sold (October 2023 announcement): Over 300 million. Mojang Studios confirmed that Minecraft had crossed over 300 million unique copies sold during Minecraft Live 2023.
- Helen Chiang on the milestone: Minecraft remains one of the best-selling games of all time, with over 300 million copies sold, a milestone no one could have dreamed of when we were all placing our first blocks.
- Roblox does not disclose total registered accounts in SEC filings; only DAUs and Monthly Unique Players are published.
- Minecraft is sold across PC, console, and mobile, on both the Bedrock and Java codebases. The platform mix referenced by Microsoft includes mobile, PC, console, and the now-discontinued Windows 10 Edition, with the Bedrock and Java codebases shipping across more than a dozen device classes.
- Roblox is free-to-play, so a “copies sold” metric does not apply; trade-press download counts circulate but are not in the SEC filings.
| Reach Metric | Roblox | Minecraft |
| Business model | Free-to-play | Upfront purchase |
| Lifetime copies sold | Not applicable | Over 300 million (Oct 2023) |
| Registered accounts in SEC filings | Not disclosed | Not applicable |
| Codebases | One unified Roblox client | Bedrock and Java |
| Device classes | iOS, Android, PC, Xbox, PS4/PS5, VR | More than a dozen device classes |
Source: Mojang Studios via Windows Central, Microsoft / Mojang via Neowin, Roblox Corporation Investor Relations
Lifetime copies and fiscal-year DAU averages measure different things, so reporting cadence (not a single headline number) is the better lens for these two platforms.
Revenue, Bookings, and Segment Contribution
- Roblox FY2024 revenue: $3.602 billion, up 29% year-over-year. Roblox FY2024 revenue was $3,602.0 million, up 29% year-over-year.
- Roblox FY2024 bookings: $4.369 billion, up 24% year-over-year. Roblox FY2024 bookings were $4,369.1 million, up 24% year-over-year.
- Roblox Q4 2024 revenue: $988.2 million, up 32% year-over-year. Roblox Q4 2024 revenue was $988.2 million, up 32% year-over-year.
- Microsoft Gaming segment FY24 revenue: Approximately $21.5 billion, up 39% year-over-year. The Microsoft Gaming segment generated approximately $21.5 billion in revenue in fiscal year 2024, up 39% year-over-year.
- Microsoft does not break out Minecraft as a separate revenue line. Microsoft does not disclose Minecraft revenue as a separate line item within the Gaming segment; Minecraft contribution is reported in aggregate Xbox content and services.
- Roblox FY2024 free cash flow: $641.3 million, up 417% year-over-year. Roblox’s FY2024 free cash flow was $641.3 million, up 417% year-over-year.
- Microsoft Q4 FY24 gaming revenue grew 44% year-over-year, with 44 points of net impact from the Activision Blizzard acquisition. In Q4 of fiscal year 2024, gaming revenue grew 44% year-over-year, with 44 points of net impact from the Activision Blizzard acquisition.
Who makes more money, Roblox or Minecraft?
The honest answer is that direct revenue comparison is impossible because Microsoft does not disaggregate Minecraft. Roblox FY2024 revenue was $3,602.0 million, up 29% year-over-year. The Microsoft Gaming segment generated approximately $21.5 billion in fiscal year 2024, but does not break out Minecraft as a separate revenue line. Trade-press estimates for Minecraft’s annual revenue exist but lack primary-source backing, so SQ Magazine treats them as unverified.
Microsoft’s voluntary reporting cadence is the comparator gap that every paired financial table here has to disclose around.
Roblox is a single-product public company; Microsoft Gaming is a multi-brand portfolio. The closer comparison would be Mojang-segment revenue against Roblox revenue, and Microsoft has chosen not to publish it.
Creator Economy: DevEx vs Marketplace Earnings
- Roblox 2024 DevEx payouts to creators: $922.8 million, with $280 million in Q4 alone. Developer exchange fees totaled $280.6 million in Q4 and $922.8 million for the full year 2024.
- Roblox cumulative creator earnings through September 2025: Over $1 billion. As of September 2025, developers had earned over $1 billion through the Developer Exchange Program, compared with $923 million for the full year in 2024.
- DevEx Program median earnings (12 months ending June 30, 2025): $1,440 per qualifying creator. The DevEx Program median earnings for the 12 months ended June 30, 2025, reached $1,440 per qualifying creator.
- Roblox creator-eligibility growth Q4 2022 to Q4 2025: Japan +415%, South Korea +303%, Indonesia +176%. Across regions, creators eligible for DevEx payouts grew 415% in Japan, 303% in South Korea, and 176% in Indonesia from Q4 2022 to Q4 2025.
- Per-active-user creator yield: Roblox’s $922.8 million 2024 DevEx payout against 82.9 million FY2024 DAUs works out to approximately $11.13 circulated per DAU per year.
- Microsoft does not publish a 2024 Minecraft Marketplace creator-payout total. Microsoft does not disclose Minecraft revenue as a separate line item within the Gaming segment.
- Matt Curtis on the Q4 2024 earnings call: We are continuously investing in growing our economy to further expand opportunities for creators, from professional studios to individual content creators.
By the numbers: Roblox circulated $922.8 million to creators in 2024 against an 82.9 million DAU base, working out to roughly $11 per DAU per year, while Microsoft does not publish a comparable Minecraft Marketplace creator-payout figure per the Roblox Newsroom global-economy post.
Microsoft’s silence on Minecraft Marketplace payouts is an editorial choice. Roblox treats creator payouts as a marquee disclosure metric; Microsoft does not.
Time Spent: Hours Engaged Per Year
- Roblox FY2024 hours engaged: 73.5 billion, up 23% year-over-year. Roblox FY2024 hours engaged were 73.5 billion, up 23% year-over-year.
- Roblox Q4 2024 hours engaged: 18.7 billion, up 21% year-over-year. Roblox Q4 2024 hours engaged were 18.7 billion, up 21% year-over-year.
- Roblox hours per DAU per year: Roblox’s 73.5 billion FY2024 hours engaged, up 23% year-over-year, spread across the 82.9 million FY2024 average DAU base, work out to approximately 887 hours per DAU per year, or roughly 2.4 hours per active day.
- Microsoft does not publish a total Minecraft hours-engaged figure. Microsoft does not disclose Minecraft revenue as a separate line item within the Gaming segment.
| Engagement Metric | Roblox FY2024 | Minecraft |
| Total hours engaged | 73.5 billion | Not disclosed |
| Year-over-year growth | +23% | Not disclosed |
| Q4 hours engaged | 18.7 billion | Not disclosed |
| Per-DAU hours per year (DERIVED) | Approximately 887 | Not disclosed |
| Per-active-day hours (DERIVED) | Approximately 2.4 | Not disclosed |
Source: Roblox Corporation Investor Relations Q4 release
Concurrent Users and Peak Engagement
- Roblox Q3 2025 peak concurrent users: 47.4 million. Roblox reached 47.4 million peak concurrent users in Q3 2025.
- Roblox CCU year-over-year growth: +345% from 10.6 million in Q3 2024. Roblox CCU represented a 345% year-over-year increase from 10.6 million in Q3 2024.
- Steam all-time CCU record (March 2025): approximately 41.2 million. Roblox now exceeds it. The 47.4 million peak exceeded Steam‘s all-time concurrent-player record of approximately 41.2 million set in March 2025.
- “Steal a Brainrot” single-experience peak: Over 21 million concurrent players. Steal a Brainrot pulled in over 21 million users in a single session.
- “Grow a Garden” peak: 20 million concurrent players. Grow a Garden crossed 20 million concurrent players.
- Minecraft uses federated experience servers (Realms, Bedrock multiplayer, Java servers); no platform-wide CCU number is published.
Roblox passing Steam’s all-time CCU mark via two viral user-created experiences in a single quarter is the more meaningful framing than the headline figure alone, sitting in context against the SQ Magazine console market share statistics.
Monetization Model: Robux vs Upfront Purchase Plus Marketplace
- Roblox monetizes through Robux purchases (in-game currency) plus Roblox Premium subscription.
- Roblox Q4 2024 bookings: $1.362 billion from 18.9 million monthly unique payers. Roblox Q4 2024 bookings were $1,361.6 million, up 21% year-over-year, with Monthly Unique Players totaling 18.9 million.
- Roblox average bookings per monthly unique payer, Q4 2024: Roblox’s $1,361.6 million Q4 2024 bookings, up 21% year-over-year, spread across 18.9 million monthly unique payers, average approximately $72 per payer for the quarter.
- Minecraft monetizes through upfront copy purchase, plus Minecraft Marketplace (skins, worlds, mash-ups), plus Realms subscription.
- Minecraft Java Edition and Bedrock pricing typically runs $26.95 to $39.99, depending on platform.
- Realms Plus subscription provides hosted multiplayer worlds at a monthly fee that varies by region.
| Monetization Metric | Roblox | Minecraft |
| Primary revenue model | Recurring (Robux, Premium) | Upfront copy purchase |
| Secondary revenue | Robux marketplace, premium passes | Minecraft Marketplace, Realms |
| Q4 2024 bookings | $1.362 billion | Not disclosed |
| Monthly unique payers | 18.9 million (Q4 2024) | Not disclosed |
| Average bookings per payer per quarter (DERIVED) | Approximately $72 | Not disclosed |
| Upfront price | Free to play | $26.95 to $39.99 |
| Subscription tier | Roblox Premium | Realms Plus |
Source: Roblox Corporation Investor Relations Q4 release, Microsoft / Mojang official pricing
Worth noting: Roblox monetizes recurring engagement through Robux purchases by 18.9 million monthly unique payers, while Minecraft layers a one-time $26.95 to $39.99 copy purchase on top of optional Marketplace and Realms spend, per Roblox’s Q4 2024 disclosure and Mojang’s published pricing. The two platforms generate revenue from very different lifecycle moments.
The structural difference shapes downstream behaviour: Roblox needs payers to stay engaged for bookings; Minecraft collects once at install and lets users mod for years without further spend.
Age Demographics: Verified vs Self-Reported
- Roblox age-checked DAUs younger than 13: 35%. Among age-checked daily active users, 35% are younger than 13.
- Roblox age-checked DAUs aged 13 to 17: 38%. Among age-checked daily active users, 38% are age 13 to 17.
- Roblox age-checked DAUs aged 18 or older: 27%. Among age-checked daily active users, 27% are 18 or older.
- Among age-checked Roblox DAUs, the 13-17 bucket is the largest single share. The 13-17 age group represents the largest demographic segment on the Roblox platform.
- Microsoft and Mojang do not publish a verified-age demographic breakdown for Minecraft.
- Roblox age verification uses Persona’s facial age estimation, rolled out under UK Online Safety Act compliance. Roblox has implemented a transition to Facial Age Estimation by partnering with Persona, a third-party identity verification vendor, to comply with the UK Online Safety Act requirements that took effect in 2025.
- Under-9 Roblox accounts are limited to minimal or mild content with low levels of unrealistic violence. Under-9s are limited to minimal or mild content with low levels of unrealistic violence or fear.
The teen-bucket dominance surprises readers who expect under-13 to lead and confirms what SQ Magazine’s Gen Z digital behavior data has long suggested about teenage engagement across platforms.
Educational Adoption: Roblox Education vs Minecraft Education
- Minecraft Education school systems: More than 40,000. More than 40,000 school systems use Minecraft Education to meet their educational goals.
- Minecraft Education country reach: Over 140 countries. More than 40,000 school systems across over 140 countries use Minecraft Education to meet their educational goals.
- Minecraft Education classroom multiplayer cap: Up to 40 students per session. Enhanced multiplayer allows a classroom of up to 40 students to work together toward a greater world in Minecraft.
- Minecraft Education content library: More than 600 lessons aligned with curriculum standards. The Minecraft Education catalog offers more than 600 lessons aligned with various educational standards.
- Minecraft cyber-education content downloaded: More than 80 million times. Minecraft cyber education content has been downloaded more than 80 million times across school networks worldwide.
- Roblox Education does not publish an equivalent country or school footprint in SEC filings.
| Education Metric | Roblox | Minecraft |
| School systems served | Not disclosed | More than 40,000 |
| Country reach | Not disclosed | Over 140 countries |
| Classroom multiplayer cap | Not disclosed | Up to 40 students |
| Curriculum-aligned lessons | Not disclosed | More than 600 |
| Cyber-education content downloads | Not disclosed | More than 80 million |
| Deployment tooling | Not disclosed at scale | Microsoft Intune, Microsoft 365 Copilot |
Source: Microsoft Learn. Deploy Minecraft Education to Windows Devices, Minecraft Education blog
The educational footprint flips the consumer-engagement story: Roblox Education exists but has not been disclosed at a comparable scale to Minecraft’s institutional adoption track.
Modding Ecosystem and Content Catalog
- Roblox creator-eligibility regional growth Q4 2022 to Q4 2025: Japan +415%, South Korea +303%. Across regions, creators eligible for DevEx payouts grew 415% in Japan, 303% in South Korea, and 176% in Indonesia from Q4 2022 to Q4 2025.
- Roblox FY2024 DevEx payouts: $922.8 million circulated to creators. Developer exchange fees totaled $922.8 million for the full year 2024.
- “Steal a Brainrot” Roblox experience peak CCU: Over 21 million. Steal a Brainrot pulled in over 21 million users in a single session.
- Minecraft Marketplace partner studios receive a 50% revenue share on paid items (worlds, skins, texture packs).
- Minecraft community modding (off-Marketplace, Java Edition) is unmeasured but extensive (Forge, Fabric, NeoForge mod loaders).
- Roblox catalog grows across millions of user-created experiences served on a federated cloud architecture. Roblox’s federated experience-server architecture allowed the platform to handle the surge without per-game queuing limits typical of single-shard online games.
| Catalog Metric | Roblox | Minecraft |
| Creator payouts (2024) | $922.8 million | Not disclosed |
| Regional eligibility growth (Q4 2022 to Q4 2025) | Japan +415%, South Korea +303%, Indonesia +176% | Not disclosed |
| Largest user-experience peak | Over 21 million (Steal a Brainrot) | Not disclosed |
| Marketplace revenue share | DevEx exchange rate (Robux to USD) | 50% to partner studios |
| Off-platform modding | Not applicable (closed runtime) | Forge, Fabric, NeoForge (Java) |
| Architecture | Federated cloud experience servers | Realms, Bedrock multiplayer, Java servers |
Source: Roblox Newsroom. Global Economy and Infrastructure posts, Microsoft / Mojang Marketplace pages
The two catalogs solve the same problem with opposite tradeoffs: Roblox’s closed runtime monetises every experience; Minecraft Java Edition’s open mod loaders produce a richer but unmeasured creative substrate.
Child Safety and Regulatory Pressure
- UK Ofcom fine ceiling under the Online Safety Act: up to 10% of qualifying worldwide revenue or £18 million, whichever is greater. Companies that fail to meet these obligations face fines of up to 10% of qualifying worldwide revenue, or up to £18 million, whichever is greater.
- Roblox transitioned to Persona facial age estimation under UK OSA compliance. Roblox has implemented a transition to Facial Age Estimation by partnering with Persona to comply with the UK Online Safety Act requirements that took effect in 2025.
- Under-13 Roblox accounts are banned from private messaging by default. Under-13s are banned from private messaging by default, though public in-game chats remain accessible and monitored.
- Roblox parental verification requires a government-issued ID or a credit card. Parents must verify their identity using a government-issued ID or a credit card to activate parental controls.
- Microsoft and Minecraft parental-control tooling routes through Microsoft Family Safety; no equivalent verified-age demographic disclosure has been published.
- Ofcom on platform obligations: Platforms used by children must use highly effective age assurance to verify users are old enough to access age-restricted content.
- Senior managers at non-compliant platforms may face criminal liability for repeated breaches. Senior managers may face criminal liability for repeated breaches.
| Safety / Regulatory Metric | Roblox | Minecraft |
| Verified-age demographic disclosure | Yes (Feb 2026 Newsroom post) | No |
| Age verification method | Persona facial age estimation | Microsoft Account self-declaration |
| Default messaging policy for under-13s | Banned from private messaging | Microsoft Family Safety controls |
| Parental verification | Government ID or credit card | Microsoft Family Safety |
| UK OSA fine exposure | Up to 10% of worldwide revenue or £18 million | Up to 10% of worldwide revenue or £18 million |
| Disclosure trigger | UK Online Safety Act 2025 | Not applicable |
Source: SWGfL UK Safer Internet Centre partner, Ofcom Online Safety Act guidance, Roblox Newsroom
Why it matters: Roblox now publishes verified-age splits (35% under 13, 38% aged 13 to 17, 27% 18 or older) under UK Online Safety Act pressure that imposes Ofcom fines of up to 10% of worldwide revenue or £18 million, while Microsoft does not publish equivalent verified Minecraft demographics.
Roblox’s verified-age disclosure moved the platform from self-reported demographics (which advertisers and regulators discounted) to verified ones (which they cannot), and Microsoft will likely face the same UK OSA pressure on Minecraft once enforcement deepens.
Is Minecraft older than Roblox?
Yes, by the founding date. Mojang Studios approached Minecraft’s 15th anniversary milestone with the over 300 million copies sold figure announced at Minecraft Live 2023. Roblox launched earlier as a platform, but Minecraft reached mass-market status faster after Mojang’s full release. Both platforms are mature operations under their respective parent companies.
Why is Roblox so popular compared to Minecraft?
Several mechanics differentiate Roblox: free-to-play distribution, native mobile presence, and creator-revenue tooling. Roblox reported 18.9 million monthly unique payers and generated $4,369.1 million in FY2024 bookings, up 24% year-over-year. Minecraft is sold across PC, console, and mobile on the Bedrock and Java codebases. Roblox’s $922.8 million 2024 DevEx payouts to creators have no comparable Microsoft Gaming-segment disclosure for Minecraft.
Conclusion
Roblox averaged 82.9 million daily active users in fiscal year 2024, up 21% year-over-year. Minecraft has surpassed 200 million copies sold with approximately 126 million monthly active players as of May 2020. Mojang Studios has confirmed that Minecraft has crossed over 300 million lifetime copies sold across all platforms.
The two platforms compete on different units, different cadences, and different disclosure regimes: Roblox under SEC quarterly rules, Minecraft under Microsoft’s voluntary segment reporting that aggregates Mojang into Xbox content and services. Parents, journalists, investors, and educators reading paired comparisons need to know that the gap between the headline numbers is largely a reporting-cadence artifact, not an apples-to-apples engagement measurement.
Roblox’s $922.8 million 2024 DevEx payout against its 82.9 million FY2024 DAU base works out to approximately $11.13 per DAU per year. Roblox’s 47.4 million Q3 2025 peak concurrent users cleared Steam’s all-time concurrent-player record of approximately 41.2 million. Verified-age demographics now exist for Roblox: 35% younger than 13, 38% aged 13 to 17, and 27% aged 18 or older. Microsoft’s voluntary disclosure cadence versus Roblox’s SEC-mandated cadence will continue to shape every paired comparison going forward, and this year’s Online Safety Act enforcement is likely to narrow the disclosure gap on the safety side first.