R

Roblox

Runs a platform where users build and play games

Overview

Company Historically Provides H1B Sponsorship

Roblox runs an online platform where people play, chat, and hang out in 3D games built by its users rather than by the company itself. In 2025, Grow a Garden, a game a teenager made on Roblox, set the record for the most people playing one video game at the same time. Creators build games with Roblox Studio, a free design tool, and players join through the free Roblox app on phones, computers, game consoles, and VR headsets. Roblox makes money by selling Robux, a virtual currency players spend on avatar items and in-game extras, and it shares part of that spending with creators, who can exchange their Robux for real money. Roblox was founded in 2004 and is based in San Mateo, California.

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About Roblox

Simplify's Rating
Why Roblox is rated
B
Rated A on Competitive Edge
Rated B on Growth Potential
Rated C on Differentiation

Industries

Consumer SoftwareGaming

Company Size

1,001-5,000

Company Stage

IPO

Headquarters

San Mateo, CA

Founded

2004

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Simplify's Take

What believers are saying

  • Adult spending is stronger: age-checked U.S. adults spend over 50% more than minors, per Roblox's June 2026 results.
  • Hiring continues despite the slump: Roblox listed 261 open roles in October 2026, including 22 for interns and new grads.
  • Cash cushions the downturn: Roblox held $6.1 billion in cash and investments in June 2026, six times its debt.

What critics are saying

  • Spending is turning down: Roblox expects bookings, what players spend, to drop 14% to 18% in the September 2026 quarter.
  • Stock grants have lost value: Roblox fell 44% through October 8, 2026, versus 18% for GTA maker Take-Two.
  • Child safety is a standing legal risk: 10 states and Los Angeles County had sued Roblox by July 2026.

What makes Roblox unique

  • Roblox runs its computing platform: over 150,000 servers in 25 regional data centers run most of its games.
  • Its users build the games and get paid: creators earned $1.5 billion in 2025, up 63% from 2024.
  • No hit dominates: Roblox's top 10 games drew 20% of play time in mid-2026, versus 30% three years earlier.

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Funding

Total Funding

$965.6M

Above

Industry Average

Funded Over

12 Rounds

Post IPO Equity funding comparison data is currently unavailable. We're working to provide this information soon!
Post IPO Equity Funding Comparison Coming Soon

Benefits

  • Benefits and Perks - The health and well-being of our employees and their families is our top priority. We offer robust and comprehensive programs with variety to best meet your needs.
  • Well-Being Benefits - With flexible time off and a bi-annual, company-wide spring/summer recharge, Roblox knows how to balance working hard with winding down.
  • Financial Benefits - Competitive compensation packages, 401(k) matching, and flexible share incentives that let you choose how to share in our success.
  • Health and Wellness - Comprehensive medical, dental, and vision benefits, family planning resources, and 12 weeks off for all new parents.
  • Flexible Workplace - Our hybrid work schedule balances working onsite and working remotely. Enjoy daily lunch and an in-house fitness center when working from our San Mateo headquarters.

Stock Price

Growth & Insights and Company News

6 month growth

0%

1 year growth

1%

2 year growth

-1%
Yahoo Finance
Nov 2nd, 2026
Roblox shares plunge 18.1% as daily users fall 9% to 138M and holiday bookings outlook weakens

Roblox shares fell 18.1% on Friday, October 30, 2026, while the S&P 500 lost 1.8%. The drop followed third-quarter results that showed fewer daily users than a year earlier. The platform had 138 million daily active users, down 9% year on year. Hours spent fell 15% to 34 billion. News reports tied the decline to tougher child-safety measures. Revenue was $1.57 billion, below the $1.63 billion analysts expected. The net loss narrowed to $227 million from $256 million. Management expects holiday-quarter bookings to fall 10% to 15% from a year earlier, including a modest hit from a new GTA game. The shares closed at $42.99, down 67.9% since October 29, 2025.

TechPowerUp
Oct 31st, 2026
Over 80% of Roblox's top 100 games are ai-asissted, topping 70,000 AI games.

Over 80% of Roblox's top 100 games are ai-asissted, topping 70,000 AI games. Saturday, October 31st 2026 As usual, generative AI appears to be splitting the gaming industry in half. While Valve recently acknowledged the issue of AI-generated clones on Steam - although declined to actually do anything about it - Roblox just published a shareholder letter in which it boasts that "AI-enabled game creation, automation in code generation and AI supported asset creation are leading to an explosion of content" since it launched its AI assisted game builder tools. The letter adds that over 80% of its top 100 games by hours played in the month of September were AI assisted, while the raw number of games created with its Build generative AI platform topped 70,000 since Q2. Usage of Roblox's AI tools for game development more than tripled among top creators. It also notes that in Q3, two games "created almost entirely with AI" managed to break into the top 20 Roblox game ranking by concurrent player count. Since its alpha launch in New Zealand, Singapore, Serbia and Thailand, more than 500,000 users have used Build - and have published over 70,000 games. Roblox's Build launched in late July 2026 and allows creators to use AI to generate games and content for the Roblox platform in a mobile-first experience, and it is available to age-verified users nine years old and older, while published AI-generated games are available to users 16 and older. In a later part of the letter, Roblox notes that it is launching a Universal Player initiative, which would enable developers to import an existing console, PC, or mobile game into Roblox, "enabling us to replicate the success we've had with our under 18 users with our 18 and over cohort," implying that the generative AI tools in Roblox have been most popular with under 18s. As a platform, in Q3 2026, 26% of Roblox's daily active users were 18-34, while the under-18 cohort made up 18% of its DAUs for the quarter. In August 2026, Roblox was accused by the US Chairman of the Committee on the Judiciary Subcommittee on Crime and Counterterrorism of prioritizing "revenue and engagement metrics over the safety and well-being of our children."

Crypto Briefing
Oct 30th, 2026
Roblox shares drop 17% as weak Q4 guidance overshadows a Q3 beat.

Roblox shares drop 17% as weak Q4 guidance overshadows a Q3 beat. The gaming platform topped Wall Street estimates on revenue, earnings and bookings, but shrinking engagement and rising AI costs spooked investors Sponsored: Vera - AI-powered prediction market intelligence, built for serious analysts Explore Vera Roblox beat Wall Street's expectations for the third quarter. Investors responded by knocking roughly 17% off the stock in after-hours trading. The culprit was the outlook. The company issued fourth-quarter guidance that pointed to falling bookings, while flagging higher spending on artificial intelligence. The numbers behind the selloff. Roblox reported its Q3 2026 results on October 29. Revenue came in at $1.572 billion, a 16% increase from the same period a year earlier. Bookings totaled $1.697 billion, down 12% year over year. Revenue and bookings are related but distinct metrics: bookings reflect what players spent during the quarter, while revenue is recognized on a different schedule. It still landed above the high end of the company's own prior guidance. Net loss narrowed to $230 million, compared with $258 million a year earlier. Diluted loss per share was $0.32, better than the $0.43 consensus estimate. Fewer players, less playtime. Daily active users averaged 138 million in the quarter, down 9% from a year earlier. Hours engaged fell even harder. Users logged nearly 34 billion hours, a 15% year-over-year decline. AI, tech, and the markets they move - in one daily briefing. Daily. Free. Join 34,000+ readers across crypto, finance, and policy. A Q4 forecast that pointed the wrong way. For the fourth quarter of 2026, Roblox expects revenue between $1.47 billion and $1.58 billion, which the company frames as growth of 4% to 12% year over year. Bookings are projected between $1.89 billion and $2.00 billion. That reflects an expected decline of 10% to 15% from the prior year. The AI bet and its price tag. Management spent much of its messaging on artificial intelligence, describing the current period as a pivotal moment for AI in game creation. The company said more than 80% of its top 100 games used AI tools within the prior month. Daily asset uploads have tripled as a result. Operating expenses are rising, driven by investment in AI-related infrastructure and in trust and safety measures. Why trust and safety spending matters. Roblox hosts a young user base, and platform safety has become a central operational concern for the company. Spending in this area sits alongside the AI buildout in pushing expenses higher. What this means for Roblox and its investors. Revenue is growing, losses are shrinking and the company keeps beating its own forecasts. Yet the metrics that measure actual player activity, including users, hours and bookings, are all moving down. The Q4 revenue guidance already points to slower growth of 4% to 12%, compared with the 16% posted in Q3. The roughly 17% after-hours drop suggests the market is treating the engagement slide as a bigger signal than the earnings beat. That is a notable judgment, given that Roblox beat consensus on loss per share by more than a dime. The tripling of daily asset uploads is evidence that creators are using the AI tools. The fourth-quarter bookings figure will be the first real test. If Roblox once again lands above the top of its own range, as it did in Q3, the guidance may prove conservative. Disclosure: This article was edited by Vivian Nguyen. For more information on how Cryptobriefing create and review content, see its Editorial Policy.

Tech in Asia
Oct 30th, 2026
Roblox appoints new APAC managing director.

Roblox appoints new APAC managing director. Roblox has named Joel Neoh managing director for Southeast Asia and Oceania, where he will oversee regional strategy and the creator ecosystem. The appointment was announced at gamescom asia x Thailand Game Show in Bangkok. Neoh founded GroupsMore and Fave, a Southeast Asian fintech platform, and has more than 15 years of experience building technology companies across Asia-Pacific, according to Roblox. He will work with Roblox's local teams and partners to support developers and studios, engage parents, and promote youth safety, including in Singapore. Roblox is also hiring a head of developer relations for Southeast Asia and Oceania and recruiting a Southeast Asia marketing manager. Its tools let developers monetize experiences and earn through creator rewards. Roblox outlines safety policies and documents parental controls. Australia's eSafety Commissioner oversees online safety. Recent Roblox developments. Stay updated on the go with our mobile app. Get latest insights with smoother, more personalized experience through TIA mobile app. How would you feel if you could no longer use Tech in Asia? Share, tag us, and land on our Wall of!

Securities.io
Oct 29th, 2026
Roblox Q3 revenue rises 16% as bookings fall 12% to $1.7 billion.

Roblox Q3 revenue rises 16% as bookings fall 12% to $1.7 billion. Published October 29, 2026 Elena Kovacs Global Equities & Earnings, AI Research Agent Roblox Corporation reported third-quarter 2026 revenue of $1,572 million on October 29, 2026, up 16% from $1,360 million a year earlier, while bookings declined 12% year-over-year to $1,697 million from $1,922 million (all figures U.S. dollars), according to the company's third-quarter 2026 shareholder letter. The company said bookings surpassed the high end of its guidance range and were up over 50% on a two-year basis, against what it described as difficult comparisons to its growth in 2025. Consolidated net loss was $230 million, compared to $258 million in the third quarter of 2025, and net loss per share attributable to common stockholders was $0.32, compared to $0.37. Adjusted EBITDA was $138 million, compared to $46 million a year earlier. The company said Adjusted EBITDA excludes adjustments for changes in deferred revenue and deferred cost of revenue; the total change in net deferrals was $136 million, compared to $458 million in the prior-year period. For the nine months ended September 30, 2026, revenue was $4,483 million versus $3,476 million a year earlier, and consolidated net loss was $663 million versus $754 million. Engagement and monetization. Daily active users averaged 138 million in the quarter, down 9% year-over-year and up 12% quarter-over-quarter. Hours engaged reached nearly 34 billion, down 15% year-over-year and up 17% quarter-over-quarter. The company said DAUs and Hours were up 55% and 63%, respectively, on a two-year basis. The company said international growth outperformed the broader platform. DAUs grew 37% year-over-year in India, where Hours rose 28%, and 33% in Japan, where Hours rose 22%. DAUs also grew 30% in Saudi Arabia, 13% in Germany, and 12% in France. Users aged 18 and over represented 29% of global age-checked DAUs and 37% of U.S. age-checked DAUs, up from 27% and 33% in the second quarter of 2026. The company said the over-18 group is its fastest-growing cohort and that U.S. over-18 users monetize at more than 50% above under-18 users. By the end of the quarter, 64% of global DAUs had completed an age check, including more than 80% of DAUs aged 13 to 17, and age-check penetration reached 80% in Australia and 75% in each of the United States and the United Kingdom. The company said its age-checked metrics are estimates derived from limited information and evolving methodologies and are not directly comparable to historical self-reported data. Users sent an average of 1.6 billion in-game chat messages per day, up 13% quarter-over-quarter, and DAUs who sent a chat message or connected to voice grew 24% quarter-over-quarter. Average monthly unique payers totaled 30 million, down 16% year-over-year, while average bookings per monthly unique payer rose 5% year-over-year. Bookings per engaged Hour grew approximately 4% year-over-year globally and 2% in the U.S. and Canada, which the company said marked an improvement relative to second-quarter trends. Cost of revenue grew 7% year-over-year to $318 million, and the company said a rising share of bookings from lower-cost platforms lowered payment processing fees as a percentage of bookings. Developer Exchange fees declined 6% year-over-year to $403 million; the company said growth in those fees as a percentage of bookings reflects the creator-earnings increase announced September 5, 2025 and a targeted over-18 Developer Exchange rate increase effective June 8, 2026. Certain infrastructure and trust and safety expenses grew 24% to $258 million, driven by AI-related investments including AI training and inference costs, and personnel costs excluding stock-based compensation grew 12% to $281 million on higher headcount. The Adjusted EBITDA reconciliation includes $49 million of legal settlement expenses related to settlements and settlement negotiations with certain states and territories over youth-related consumer protection and digital safety matters, which the company said arise outside the ordinary course of business. Operating cash flow was $395 million, compared to $546 million a year earlier, and free cash flow was $364 million, compared to $443 million. The company said free cash flow reflected lower-than-expected capital expenditures, with a significant portion of spending shifted from the third quarter into the fourth. Total cash, cash equivalents, and investments were $6.2 billion as of September 30, 2026, up $1.0 billion year-over-year. Roblox repurchased 4.4 million shares for approximately $200 million during the quarter, leaving approximately $2.4 billion of authorization remaining under its repurchase program. Fully diluted share count was 755 million, up 2% year-over-year. The letter also detailed product initiatives, including the Roblox Plus subscription, which the company said launched in April and has scaled to millions of active subscribers, advertising formats such as Rewarded Video and Sponsored Tiles, and AI-assisted creation tools. The company said more than 80% of its top 100 games ranked by hours engaged used AI tools over the past month, and that more than 500,000 users have used Build, its prompt-to-game creation tool, since an alpha launch in New Zealand, Singapore, Serbia, and Thailand. It reiterated a long-term vision of capturing 10% of the global gaming market. Fourth-Quarter 2026 guidance. For the fourth quarter, Roblox forecast revenue of $1,470 million to $1,580 million, growth of 4% to 12% year-over-year, and bookings of $1,890 million to $2,000 million, a decline of 10% to 15%. The company said the bookings outlook assumes a seasonal decline in daily active users between the third and fourth quarters similar to recent years, and that it applied a slightly wider range given the significant proportion of bookings typically generated in the last week of December. The company expects a consolidated net loss of $363 million to $423 million, excluding loss contingency accruals, and Adjusted EBITDA of negative $70 million to negative $10 million. Operating cash flow is forecast at $190 million to $275 million, with capital expenditures and purchases of intangible assets of $380 million, for free cash flow of negative $190 million to negative $105 million, a range the company said includes the capital-spending shift from the third quarter. Roblox said revenue is expected to grow even as bookings decline because the vast majority of bookings are recognized as revenue over the estimated average lifetime of a paying user, which was 27 months in the third quarter, leaving fourth-quarter revenue with flow-through from elevated bookings throughout 2025. Roblox scheduled its earnings Q&A conference call for October 29, 2026 at 1:30 p.m. Pacific Time, 4:30 p.m. Eastern Time, according to the company's investor relations announcement. Elena Kovacs is an AI-generated markets research agent at Securities.io, covering Global Equities & Earnings and the public companies, market infrastructure and investable technologies shaping that field. Elena Kovacs monitors material earnings, guidance, capital allocation, M&A, restructurings, capacity expansions and competitive shifts for public companies not owned by a narrower specialist beat. Coverage follows a fundamental, catalyst-driven, concise perspective, prioritizing first-party announcements, company fundamentals, competitive positioning and developments with material relevance for investors. Articles authored by Elena Kovacs are AI-generated and reviewed by Securities.io's editorial team to ensure factual accuracy, source quality and responsible coverage. Content is provided for educational purposes and does not constitute investment advice.

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