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Roblox Q2 Revenue Jumps 36% to $1.5 Billion as User Base Hits 123 Million

Roblox reported $1.5 billion in Q2 revenue, up 36% year-over-year, as daily active users hit 123 million.

Roblox Q2 Revenue Jumps 36% to $1.5 Billion as User Base Hits 123 Million
Image: Roblox Corporation

Roblox has posted its strongest quarterly revenue to date, reporting $1.5 billion for Q2 2026, a 36% jump year-over-year. The platform's official Q2 financial results also revealed a nuanced picture beneath the top line: net bookings grew a more modest 8%, and the company flagged reduced spending among its youngest users following algorithm changes.

This connects with Steam Generated .1 Billion in Revenue During the First Half of 2026.

Bookings reached $1.6 billion for the three months ended June 30, 2026, but Roblox described the 8% gain as a shortfall. The company attributed the gap to a "greater than expected shift of engagement from high monetising, 2025-vintage viral games, to both new and evergreen games with lower hourly monetisation."

The shortfall traced back to a deliberate platform decision. Roblox modified its Recommended for You algorithm to prioritize games with strong retention over short-term monetization. The adjustment had a larger-than-anticipated impact on younger users in the US and Canada, the platform's most lucrative demographic.

Average daily active users climbed 10% year-over-year to 123 million, with particularly strong growth in Japan (67%) and India (64%). Users over 18 grew 32% in DAUs and 27% in hours played, a signal that Roblox is broadening its audience beyond its core younger playerbase. Total hours engaged rose 5% to 29 billion for the quarter.

The results show the trade-off in Roblox's current expansion: a larger and older audience does not automatically translate into the same monetization rate. Management is growing discovery and retention first, while accepting that the mix of new and evergreen experiences can generate fewer bookings per hour than last year's viral hits. That leaves management with a clear near-term test: whether higher retention and age verification can translate into stronger bookings without sacrificing the broader audience it is building.

Average bookings per DAU slipped 2% to $12.66, while average monthly unique payers reached 27 million, up 15%. The platform also saw increased new user sign-ups driven by "normal seasonality" and the reinstatement of Roblox in Russia after a ban was lifted last December.

Age verification has become a central focus. By the end of Q2, over half of global DAUs had completed age verification following this year's rollout, with more than 70% of users in the US and Australia checked. Roblox launched two age-based account tiers for minors: Roblox Kids for ages five to eight, and Roblox Select for ages nine to 15, now offering access to more than 30,000 games, a 50% increase since launch.

Net losses totaled $185 million for the quarter, a reminder that Roblox remains in growth-investment mode despite its revenue trajectory. The top 10 games contributed roughly 20% of total hours, down from 30% three years ago, indicating a more diversified content ecosystem.

CEO David Baszucki framed the results as progress toward an ambitious long-term target. "We remain focused on capturing 10% of the global gaming market and an even greater share in the US," he said. "With nearly 4% of global gaming revenue running through Roblox and a vertically integrated platform that unifies discovery, a deeply capable game engine, world-class safety, and a robust economy, Roblox is uniquely positioned to capture 10% of the global gaming market."