Roblox Corp Overview
Roblox is not a games publisher; it is the vertically integrated infrastructure layer beneath a self-sustaining user-generated games economy. It owns the client, the engine (Roblox Studio), the cloud, the discovery algorithm, the identity and safety stack, and the currency (Robux) — and it takes a toll on every transaction inside that economy while outsourcing content creation to millions of third-party developers. That architecture produces gross margins near 78%, negative working capital, and cash generation far in excess of GAAP earnings, because Robux purchases are collected upfront and recognised as revenue over a 27-month estimated paying-user lifetime. The company reached $6.8bn of bookings and 144 million average daily users in Q4 2025, roughly 3.4% of the global gaming content market, against a stated target of 10%. Its two defining swing factors are demographic (moving beyond under-13 users) and regulatory (child-safety enforcement across at least ten US states).
The company's own characterisation. In its filings and shareholder communications Roblox describes itself as an immersive platform for connection and communication where users come to create, play, work, learn and connect in experiences built by a global creator community, and states its mission as connecting one billion users with optimism and civility. Its Q2 2026 shareholder letter reframes the commercial ambition more concretely: capturing 10% of the global gaming content market, and a greater share still of the US market, versus the roughly 3.4% it measured at the end of 2025 and "nearly 4%" cited at mid-2026.
Independent characterisation. Roblox operates a three-component product architecture that it has disclosed consistently since its direct listing:
- Roblox Client — the consumer application through which users discover, join and play experiences, communicate, and manage avatars. Available on iOS, Android, PC (Windows/macOS), Xbox, PlayStation, Meta Quest, Amazon Fire, and — as announced at RDC 2026 — the Chrome browser by end-2026.
- Roblox Studio — the free creation toolset and engine used by developers to build, publish, operate and monetise experiences. Increasingly AI-native (Assistant, Cube 3D generative model, agentic tooling).
- Roblox Cloud — the services and infrastructure layer: matchmaking, hosting, safety and moderation models, economy services, analytics, ad serving, and payments.
Revenue model. Substantially all bookings derive from sales of Robux, the platform's virtual currency, purchased either as one-time top-ups or through the Roblox Premium subscription, via app stores, web/first-party channels, and prepaid gift cards. Robux is spent on virtual items and in-experience purchases. Roblox splits the economics with creators through the Developer Exchange (DevEx) programme, which lets qualifying creators convert earned Robux to fiat.
Bookings are deferred and recognised as revenue over the estimated average lifetime of a paying user (27 months since Q2 2024) for durable virtual items, and on consumption for consumable items. This is the single most consequential accounting judgement in the business: at FY2025 scale, a one-month change in the estimate moves roughly $98m of annual revenue. Consumables rose from 9% of virtual-item revenue in FY2024 to 15% in FY2025 before reverting to roughly 9–10% in H1 2026 — a mix that mechanically shortens the deferral period when it rises.
Advertising and licensing contribute an amount Roblox itself calls insignificant within bookings, though the ad portfolio is expanding (Rewarded Video, Homepage Feature, Ads Manager for creator user acquisition).
Value chain position. Roblox sits between the app-store distribution layer above it (Apple, Google, console platforms, which extract payment processing economics) and the creator layer below it (which supplies all content). Per FY2025 unit economics, roughly $0.16 of every bookings dollar goes to payment processors, roughly $0.22 to creator payouts, and roughly $0.10 to infrastructure. The company's principal margin strategy is to shift bookings mix toward lower-cost first-party channels while raising the creator share — deliberately giving away gross margin to the supply side in exchange for content quality and retention.
Customers and end-markets. The paying customer is the individual consumer (or their parent). End-markets: consumer video gaming; social communication; digital goods and avatar commerce; brand advertising and immersive marketing; and, prospectively, creator-directed financial services (Roblox Wallet and Roblox Card, announced September 2026). Age mix on age-checked users at 30 June 2026: 35% under 13, 38% aged 13–17, 27% over 18.
Strategy
Stated strategy
Management's framing has been consistent across the Q4 2025 and Q2 2026 shareholder letters. The long-term vision is to connect one billion users with optimism and civility. The commercial target is to capture 10% of the global gaming content market, against 3.4% measured at end-2025 (source: Newzoo Global Games Market Report, November 2025 quarterly update) and "nearly 4%" cited at mid-2026. Four levers are named:
- Novel game expansion to serve all audiences — building the engine capability for genres Roblox historically could not support (shooters, RPGs, sports and racing), and now 2D, single-player, offline and turn-based games.
- Harnessing the power of AI — for content creation, safety, discovery and social communication.
- Safety and civility as a strategic advantage — treating scale with young users as an asset that requires being the industry leader in safety.
- Accelerating the flywheel — growing bookings faster than fixed costs, capturing leverage in distribution and infrastructure, reinvesting it.
The Q2 2026 letter restates the platform vision as five homepage tabs: Home, Moments, Build, Chat, Me.
Announced initiatives, last 24 months
No formal emissions target has been located in primary filings during this research.
Management's financial targets
Table 10.1 — FY2026 guidance evolution (USD m)
Consensus FY2026 revenue was cut from approximately $8.42bn to approximately $7.48bn over the course of 2026; reported FY2026 bookings guidance was revised down from the initial $8.28–8.55bn range to approximately $7.33–7.60bn before annual guidance was withdrawn entirely.
Products & Services
Because Roblox reports one segment, the catalogue is organised by functional layer.
Consumer-facing platform
Roblox Client. The consumer application. Free to download. Available on iOS, Android, Windows, macOS, Xbox, PlayStation, Meta Quest, Amazon Fire. Announced at RDC 2026: play directly from an Experience Details Page in the Chrome browser by end-2026, with further browsers to follow; and offline/online hybrid sessions enabling single-player campaigns without a network connection. Target customer: all consumers; historically skewed under-18, now explicitly courting 18–34.
Robux. The platform currency and the monetisation substrate. Purchased as one-time top-ups or via subscription, through app stores, first-party web checkout, or prepaid cards. Pricing is regionally tuned by an automated price-optimisation system, which management credits with expanding both payer geography and monetisation per user in FY2025.
Roblox Premium. Recurring subscription granting a monthly Robux stipend, trading privileges and other benefits. Tiered pricing; specific FY2026 price points: nd.
Roblox Plus. Incentive programme introduced during FY2026; per the RDC 2026 newsroom post it generated more than 300 million Robux in creator earnings in its first four months.
Avatar and Marketplace. Avatar system with UGC items, layered clothing, dynamic heads and facial animation; the Marketplace is the storefront for avatar goods, with creator-supplied inventory. Avatar Auto-Setup automates character rigging for creators.
Roblox Kids and Roblox Select. Age-based account types launched globally June 2026. Kids and Select accounts constrain content access and communication settings and integrate parental controls. Catalogue available to these accounts reached roughly 30,000 games by Q2 2026, up nearly 50% since launch.
Communications suite. Text chat with auto-translation into 17 languages; voice chat; Global Chat (shipped May 2026, averaging 30 million daily messages by June); Quick Words (July 2026, over five million coordinating messages per day); In-Experience Friends Chat (Q3 2026); Voice Typing (speech-to-text using proprietary speech models); Integrated Voice Calls; and a stated roadmap toward avatar video chat and streaming. Access to communications is gated on age-check.
Moments. Originally a gameplay-clip feed, being relocated and rebuilt as a native homepage tab carrying short-form video for discovery, with one-tap conversion from viewing to playing. Initially restricted to age-checked users over 16 in select markets. Positioned by management as both a discovery surface and a future premium advertising inventory.
Discovery / "Recommended For You" (RFY). The algorithmic core. Retuned from April 2026 to optimise a 28-day retention window (previously 7 days), incorporating play-through rate, first-play bounce rate, spend days and Robux spent. This change is the proximate cause of the Q2 2026 monetisation shortfall.
Creator-facing platform
Roblox Studio. Free integrated development environment and engine. Lua-based scripting. Publishing, live-ops, analytics and monetisation tooling. Increasingly AI-native.
Build. Announced July 2026. A mobile-first, prompt-based creation tab inside the Roblox app that turns natural-language prompts into playable games, handling mechanics, code and analytics automatically. Public alpha launched in New Zealand for users aged 9+, extended to Serbia and Singapore by RDC 2026, with desktop access, an asset library and iterative editing added. Pricing model: a free base tier with paid tiers for power users — the first explicit consumer software subscription Roblox has layered on top of Robux.
Scene Generator. Announced RDC 2026 for later in 2026: prompt-and-reference-image to scene generation across both Build and Studio.
Cube. Proprietary 3D generative foundation model. Extended during FY2025–26 to generate interactive (not merely static) 3D objects. Creators generate over 60,000 3D assets per day; nearly 1,400 games use Cube-generated content daily.
Studio Assistant. Agentic coding and creation assistant. Creator adoption grew 20% sequentially in Q2 2026.
Advanced Creator Agents (shipping over the months following Q2 2026): Playtesting Agent (automated QA and bug detection), Analytics Agent (natural-language performance queries), Experiment Agent (recommends A/B tests for engagement, retention and monetisation).
Roblox Everywhere. Announced RDC 2026: lets creators ship their Roblox-built games as standalone apps on mobile, PC and consoles, with Roblox supplying the underlying engine, infrastructure and services. Strategically the most significant announcement of 2026 — it decouples Roblox-built content from the Roblox client.
Developer Exchange (DevEx). The cash-out mechanism. FY2025 payouts of $1,503m, up 63%. Roughly 35,500 creators registered by end-2025, of whom approximately 23,500 were paid in cash. Rate increased 8.5% in September 2025 and again, on a targeted basis, in June 2026 for spend originating from US over-18 users.
Creator Rewards Program. Launched 2025; pays creators for high-value behaviours (retention, engagement) rather than purely for Robux spend.
Roblox Wallet. Announced RDC 2026. Lets creators hold and manage real-currency earnings, transfer funds, and see a daily breakdown of earnings sources. US rollout for individual creators aged 18+ from late 2026 (analytics from December 2026); UK and EU in H1 2027; global thereafter.
Roblox Card. Announced RDC 2026, in partnership with Airwallex. A physical/virtual card linked to Wallet balances, launching sequentially from 2027. Management has explicitly stated Roblox will not become a financial institution or operate as a bank.
Incubator programme. First cohort finalised June 2026: 26 teams building novel-genre content, receiving mentorship plus on- and off-platform user acquisition support over six months.
Infrastructure, safety and technology
Roblox Cloud. Core and edge data centres, matchmaking, hosting, analytics, economy services. A third core data centre location was added during 2026 for resiliency, alongside continued edge expansion in fast-growing international markets and migration of AI inference from third-party cloud to owned GPU capacity.
Safety model stack. Over 400 models deployed across creation, discovery, safety and social communication. Several open-sourced: a real-time voice toxicity classifier; Roblox Sentinel (real-time child-endangerment detection); Roblox Guard (LLM moderation); and a PII classifier detecting solicitation of personal information. Facial age estimation is supplied by third-party technology; "continuous age estimation" using play patterns, social graph and economic activity is on the roadmap.
Engine technology bets (shipped late 2025). SLIM (Scalable Lightweight Interactive Models) for cross-hardware performance; Server Authority for competitive genres such as shooters, with prediction and rollback; Texture Streaming for perceived join-time and memory efficiency.
Roblox Reality. Multi-year bet on AI-generated photorealistic multiplayer gaming, accelerated by the Morpheus AI acquisition (pixel-latent world models and "Self Forcing", turning offline video models into real-time interactive generation engines).
Byfron / Hyperion. Anti-cheat and client-integrity technology acquired 2022.
Advertising products
Rewarded Video (widely available from late 2025; over 1,000 brands; completion rates above 90%, viewability above 95%); Homepage Feature (launched January 2026); Ads Manager for creator user acquisition (overhauled 2025, delivering a greater than 40% reduction in cost-per-play versus Q1 2025; experiences using traffic-driving ads up over 75% year-over-year); immersive/portal brand activations. Advertising revenue remains modest in absolute terms and is not separately disclosed.
Financial Narrative
Income statement and operating metrics
Table 6.1 — Headline P&L (USD m unless stated)
Revenue CAGR FY2021–FY2025: 26.4%. Bookings CAGR FY2021–FY2025: 25.3%. Revenue CAGR FY2022–FY2025 (post-COVID base): 30.0%.
Table 6.2 — Operating and engagement metrics
ABPDAU figures for FY2021–FY2024 are derived from bookings divided by average DAU and are approximate; FY2025 is derived on the same basis.
Balance sheet
Table 6.3 — Balance sheet (USD m)
Short-term debt: none disclosed. The $1.0bn 3.875% senior notes mature in 2030 and represent the entirety of funded debt; net debt is negative throughout — Roblox is net cash of roughly $5.1bn at 30 June 2026.
Cash flow
Table 6.4 — Cash flow (USD m)
FY2021–FY2023 capex figures are derived from the reported operating-cash-flow-to-free-cash-flow bridges of those years and should be confirmed against the relevant 10-K cash flow statements.
Ratios
Table 6.5 — Ratio analysis
ROE and debt/equity are distorted to the point of meaninglessness by an equity base compressed to $129m at 30 June 2026 by cumulative losses and the new buyback. ROIC is not computed because invested capital net of the deferred revenue float is negative. The cash conversion cycle is negative and not meaningful: Roblox collects cash before delivering the service, which is the entire structural point of the model.
Commentary on trends, inflections and drivers
The revenue/bookings divergence is the organising fact of these accounts. FY2025 bookings of $6,788m exceeded revenue of $4,891m by $1,897m, all of which sits in deferred revenue and flows through the P&L over the following 27 months. Total deferred revenue reached $6,904m at 30 June 2026 — 141% of trailing revenue, a ratio with no peer analogue in software or gaming. In Q2 2026 the mechanism ran in reverse for the first time in a meaningful way: revenue grew 36% while bookings grew 8%, because the revenue line was still amortising the extraordinary 2025 bookings cohort. Q3 2026 guidance makes this explicit — revenue growth of 4% to 10% against a bookings decline of 14% to 18%.
Four inflections define the five-year record.
- FY2022 — the normalisation trough. Bookings grew 5% and free cash flow turned negative ($-58m) as post-COVID engagement mean-reverted while headcount and infrastructure spend, committed during the boom, kept scaling. Capital expenditure peaked near $428m as Roblox built out owned data centre capacity.
- FY2023–FY2024 — the discipline phase. Bookings growth recovered to 22% and 24%; personnel costs excluding SBC were held near flat; free cash flow went from $124m to $641m, up 417%. Q4 2023 delivered the first billion-dollar bookings quarter.
- FY2025 — the virality year. Two creator-built titles, "Grow a Garden" and "Steal a Brainrot", drove DAUs from 85m in Q4 2024 to 144m in Q4 2025 and a single-game concurrency record near 25.8 million. Bookings grew 55%, MUPs grew over 65%, and operating cash flow grew 118% to $1,796m. This is the comparison base that now breaks the 2026 growth optics.
- FY2026 — the deliberate reset. Management has traded near-term monetisation for retention (RFY 28-day window), safety (age-check, Kids/Select accounts) and creator economics (DevEx increases). Q2 2026 free cash flow of $294m grew 66%, and Adjusted EBITDA of $152m compared with $18m a year earlier — but Q3 free cash flow is guided to between $-60m and $+5m on back-half-loaded capex of $170m in the quarter alone.
The GAAP loss is overwhelmingly non-cash and creator-directed. FY2025's $1,072m consolidated net loss is bridged almost entirely by $1,129m of stock-based compensation. Roblox has been free-cash-flow positive in four of the last five years and generated $1,353m of FCF in FY2025 while reporting a billion-dollar loss. The honest bear reading is not that the cash is illusory but that the equity compensation is a real economic cost borne by shareholders through dilution — fully diluted shares grew 2% year-over-year to 752m at 30 June 2026 even after $380m of buybacks in the quarter.
Cost structure is migrating from variable to fixed. Cost of revenue as a percentage of revenue fell from 22% to 20% between Q2 2025 and Q2 2026 as bookings shifted to first-party channels. DevEx fees fell from 29% to 25% of revenue but rose from 22% to 23% of bookings — the true measure, since DevEx is paid on current-period spend. Infrastructure and trust and safety rose from 11% to 15% of bookings, a 450 basis point deterioration driven by AI compute and safety spending. The company has told investors to expect fixed-cost deleveraging in Q3 2026.
Off-balance-sheet infrastructure commitment. Approximately $1.6bn of data centre leases had not yet commenced as at the FY2025 10-K, with 5–15 year terms, against $795m already capitalised. Total lease exposure therefore exceeds $2.4bn and will roughly double infrastructure cost as capacity comes online.
Financial Detail
Segment Revenue
| Line item | FY2022 | FY2023 | FY2024 | FY2025 |
|---|---|---|---|---|
Revenue | 2225 | 2799 | 3602 | 4891 |
Cost of revenue | -548 | -649 | -801 | -1072 |
Developer exchange fees | -624 | -741 | -923 | -1503 |
Adjusted infrastructure expenses | -424 | -459 | -466 | nd |
Adjusted trust and safety expenses | -157 | -240 | -254 | nd |
Infrastructure and trust and safety (as reported, incl. SBC and depreciation) | nd | nd | 915 | 1153 |
Personnel costs excl. SBC and excl. infra/T&S personnel | -526 | -692 | -729 | nd |
Stock-based compensation excl. infra/T&S SBC | -533 | -776 | -902 | nd |
Total stock-based compensation (all lines) | nd | nd | 1016 | 1129 |
Depreciation and amortisation | -130 | -208 | -226 | -226 |
Other segment items | -212 | -295 | -375 | nd |
Interest income | 39 | 142 | 180 | 202 |
Interest expense | -40 | -41 | -41 | -41 |
Income tax provision | -4 | 0 | -4 | -4 |
Consolidated net loss | -934 | -1159 | -941 | -1072 |
Segment Revenue
| Metric | FY2022 | FY2023 | FY2024 | FY2025 |
|---|---|---|---|---|
Revenue | 2225 | 2799 | 3602 | 4891 |
Cost of revenue | 548 | 649 | 801 | 1072 |
Developer exchange fees | 624 | 741 | 923 | 1503 |
Infrastructure and trust and safety | nd | nd | 915 | 1153 |
Research and development | nd | nd | 1444 | 1568 |
General and administrative | nd | nd | 408 | 580 |
Sales and marketing | nd | nd | 174 | 246 |
Total costs and expenses | nd | nd | 4665 | 6123 |
Loss from operations | nd | nd | -1063 | -1232 |
Consolidated net loss | -934 | -1159 | -941 | -1072 |
Financial Analysis
| Metric | FY2021 | FY2022 | FY2023 | FY2024 | FY2025 |
|---|---|---|---|---|---|
Revenue (USD M) | 1919 | 2225 | 2799 | 3602 | 4891 |
Bookings, non-GAAP (USD M) | 2762 | 2886 | 3510 | 4369 | 6788 |
Revenue growth (%) | 108 | 16 | 26 | 29 | 36 |
Bookings growth (%) | 45 | 5 | 22 | 24 | 55 |
Cost of revenue (USD M) | nd | 548 | 649 | 801 | 1072 |
Gross profit (USD M, derived) | nd | 1677 | 2150 | 2801 | 3818 |
Gross margin (%) | nd | 75.4 | 76.8 | 77.8 | 78.1 |
Developer exchange fees (USD M) | nd | 624 | 741 | 923 | 1503 |
Research and development (USD M) | nd | nd | nd | 1444 | 1568 |
General and administrative (USD M) | nd | nd | nd | 408 | 580 |
Sales and marketing (USD M) | nd | nd | nd | 174 | 246 |
Loss from operations (USD M) | nd | nd | nd | -1063 | -1232 |
Adjusted EBITDA (USD M) | nd | nd | nd | 180 | 125 |
Interest income (USD M) | nd | 39 | 142 | 180 | 202 |
Interest expense (USD M) | nd | -40 | -41 | -41 | -41 |
Loss before income taxes (USD M) | nd | -931 | -1158 | -937 | -1068 |
Consolidated net loss (USD M) | -492 | -934 | -1159 | -941 | -1072 |
Net loss attributable to common stockholders (USD M) | nd | nd | -1152 | -935 | -1065 |
EPS basic and diluted (USD) | nd | nd | -1.87 | -1.44 | -1.54 |
Dividends per share (USD) | 0 | 0 | 0 | 0 | 0 |
Stock-based compensation (USD M) | nd | nd | nd | 1016 | 1129 |
Depreciation and amortisation (USD M) | nd | 130 | 208 | 226 | 226 |
Operating margin (%) | nd | nd | nd | -29.5 | -25.2 |
Net margin (%) | -25.6 | -42.0 | -41.4 | -26.1 | -21.9 |
Adjusted EBITDA margin on revenue (%) | nd | nd | nd | 5.0 | 2.6 |
Financial Analysis
| Metric | FY2021 | FY2022 | FY2023 | FY2024 | FY2025 |
|---|---|---|---|---|---|
Average daily active users (millions) | 49.4 | 56.0 | 68.4 | 82.9 | 127.0 |
Hours engaged (billions) | 41.4 | 49.3 | 60.0 | 73.5 | 124.0 |
Average bookings per DAU (USD) | 55.9 | 51.3 | 51.5 | 52.7 | 53.5 |
Average daily unique paying users (millions) | nd | nd | nd | 1.0 | 1.8 |
Developer exchange payouts (USD M) | nd | 624 | 741 | 923 | 1503 |
Durable share of virtual item revenue (%) | nd | nd | 91 | 91 | 85 |
Consumable share of virtual item revenue (%) | nd | nd | 9 | 9 | 15 |
Financial Analysis
| Metric | FY2023 | FY2024 | FY2025 | H1 2026 (30 Jun) |
|---|---|---|---|---|
Cash and cash equivalents | 712 | 712 | 1205 | 991 |
Short-term investments | nd | 1698 | 1850 | 2023 |
Long-term investments | nd | 1610 | 2493 | 3070 |
Total cash and investments | 3200 | 4020 | 5548 | 6084 |
Accounts receivable, net | nd | 615 | 901 | 498 |
Deferred cost of revenue, current | nd | 628 | 833 | 883 |
Total current assets | nd | 3728 | 4898 | 4534 |
Property and equipment, net | nd | 660 | 885 | 823 |
Operating lease right-of-use assets | nd | 666 | 651 | 689 |
Goodwill | nd | 142 | 143 | 163 |
Intangible assets, net | nd | 34 | 18 | 20 |
Total assets | nd | 7175 | 9557 | 9745 |
Accounts payable | nd | 43 | 65 | 24 |
Developer exchange liability | nd | 340 | 496 | 421 |
Deferred revenue, current | nd | 3005 | 4169 | 4596 |
Deferred revenue, non-current | nd | 1567 | 2337 | 2308 |
Total deferred revenue | nd | 4572 | 6506 | 6904 |
Operating lease liabilities, non-current | nd | 670 | 643 | 669 |
Long-term debt, net | 1000 | 1006 | 993 | 1009 |
Total liabilities | nd | 6966 | 9182 | 9616 |
Total stockholders' equity | nd | 209 | 375 | 129 |
Accumulated deficit | nd | -3996 | -5061 | -5490 |
Net cash and investments (cash+investments less debt) | 2200 | 3014 | 4555 | 5075 |
Working capital (derived) | nd | 65 | -228 | -986 |
Financial Analysis
| Metric | FY2021 | FY2022 | FY2023 | FY2024 | FY2025 | H1 2026 |
|---|---|---|---|---|---|---|
Net cash from operating activities | 659 | 369 | 458 | 822 | 1796 | 947 |
Capital expenditure (property and equipment) | -101 | -428 | -334 | -180 | -441 | -55 |
Purchases of intangible assets | nd | nd | nd | -1 | -3 | -2 |
Free cash flow | 558 | -58 | 124 | 641 | 1353 | 890 |
Dividends paid | 0 | 0 | 0 | 0 | 0 | 0 |
Share repurchases | 0 | 0 | 0 | 0 | 0 | -375 |
Proceeds from issuance of common stock | nd | nd | nd | 70 | 89 | 34 |
Change in deferred revenue (operating) | nd | nd | nd | 795 | 1935 | 401 |
Stock-based compensation (non-cash add-back) | nd | nd | nd | 1016 | 1129 | 557 |
Financial Analysis
| Ratio | FY2023 | FY2024 | FY2025 | H1 2026 annualised |
|---|---|---|---|---|
Return on equity (%) | nd | -450.9 | -366.7 | nd |
Return on assets (%) | nd | -13.1 | -12.8 | -9.0 |
Return on invested capital (%) | nd | nd | nd | nd |
Current ratio (x) | nd | 1.02 | 0.96 | 0.82 |
Current ratio excluding deferred revenue (x, derived) | nd | 5.66 | 5.12 | 4.90 |
Debt to equity (x) | nd | 4.82 | 2.65 | 7.82 |
Net debt to EBITDA (x) | negative | negative | negative | negative |
Interest coverage (EBIT/interest expense, x) | negative | -25.8 | -29.7 | negative |
Asset turnover (x) | nd | 0.50 | 0.51 | 0.60 |
Cash conversion cycle (days) | not meaningful | not meaningful | not meaningful | not meaningful |
Adjusted EBITDA to bookings (%) | nd | 4.1 | 1.8 | 7.6 |
Free cash flow to bookings (%) | 3.5 | 14.7 | 19.9 | 27.1 |
Geographic Revenue
| Region | FY2021 | FY2022 | FY2023 | FY2024 |
|---|---|---|---|---|
United States and Canada | 1299 | 1466 | 1804 | 2281 |
Europe | 358 | 404 | 506 | 660 |
Asia-Pacific incl. Australia and New Zealand | 145 | 204 | 287 | 379 |
Rest of world | 117 | 150 | 203 | 282 |
Total | 1919 | 2225 | 2799 | 3602 |
Geographic Revenue
| Region | FY2021 | FY2022 | FY2023 | FY2024 |
|---|---|---|---|---|
United States and Canada | 68 | 66 | 64 | 63 |
Europe | 19 | 18 | 18 | 18 |
Asia-Pacific incl. Australia and New Zealand | 7 | 8 | 10 | 11 |
Rest of world | 6 | 7 | 7 | 8 |
United States alone | 63 | 62 | 60 | 59 |
Geographic Revenue
| Metric | Q2 2025 | Q2 2026 | YoY growth (%) |
|---|---|---|---|
United States and Canada revenue (derived) | 651 | 846 | 30 |
Europe revenue | 118 | 175 | 48 |
Asia-Pacific revenue | 95 | 144 | 52 |
Rest of world revenue | 191 | 304 | 59 |
Total revenue | 1081 | 1469 | 36 |
Geographic Revenue
| Region | Q1 2025 | Q2 2026 | Q2 2026 YoY growth (%) |
|---|---|---|---|
United States and Canada | 19.7 | 22 | 6 |
Europe | 23.6 | 26 | 1 |
Asia-Pacific | 26.3 | 41 | 15 |
Rest of world | 28.2 | 34 | 15 |
Total | 97.8 | 123 | 10 |
Capital Markets
| Metric | Value |
|---|---|
Recent price (11 September 2026 close) | 44.88 |
52-week range | 40.15 to 150.59 |
Year-to-date performance (%) | approximately -42 |
Direct listing reference price (10 March 2021) | 45.00 |
Approximate valuation at direct listing (USD bn) | 41.9 |
Approximate market capitalisation, September 2026 (USD bn, derived) | 32 to 34 |
Fully diluted shares (30 June 2026, millions) | 752 |
Weighted average basic and diluted shares, Q2 2026 (thousands) | 716,767 |
Dividend per share | 0.00 |
Buyback authorisation (USD bn) | 3.0 |
Repurchased in Q2 2026 (USD m / shares m) | 380 / 8.2 |
Capital Markets
| Multiple | Roblox |
|---|---|
Price to earnings | not meaningful (loss-making) |
Enterprise value (USD bn, derived) | approximately 28 (market cap ~33 less ~5.1 net cash) |
EV to FY2025 revenue (x) | approximately 5.7 |
EV to FY2025 bookings (x) | approximately 4.1 |
EV to FY2025 Adjusted EBITDA (x) | approximately 224 — not meaningful |
EV to FY2025 free cash flow (x) | approximately 21 |
Price to book (x) | approximately 250 — not meaningful given a $129m equity base |
Analyst Conclusions
Management guidance
Full-year 2026 guidance has been withdrawn. Management issued Q3 2026 guidance only, and stated it will provide quarterly guidance exclusively from 2027 on the grounds that annual guidance is not a helpful tool for investors given the unpredictability of viral growth and the discontinuous nature of the technology roadmap. Long-term, management maintains conviction in 20%+ compounded top-line growth and long-term margin expansion, both explicitly described as non-linear.
Q3 2026: revenue $1,413–1,490m (+4% to +10%); bookings $1,576–1,653m (−18% to −14%); consolidated net loss $(348)m to $(307)m excluding loss contingency accruals; Adjusted EBITDA $0–41m; operating cash flow $110–175m; capex $170m; free cash flow $(60)m to $5m. Management expects a sequential DAU increase on seasonality and the discovery changes, but for Q2 monetisation softness to persist, alongside fixed-cost deleveraging and incremental AI infrastructure investment.
Consensus expectations
FY2026 consensus revenue of approximately $7.48bn (cut from approximately $8.42bn). Consensus target of roughly $47–66 depending on source and vintage, against a spot price near $45. The market is pricing a business that decelerates hard in 2026 and reaccelerates modestly thereafter.
Bull case
- The 2026 reset is a deliberate, quantified investment, not a demand failure. Every negative datapoint in Q2 2026 traces to a management decision: the RFY rebuild optimising for 28-day retention over near-term spend; the age-check rollout; disabling cross-experience game passes; Kids and Select account restrictions. Roblox's internal testing indicates longer retention overcomes lower hourly monetisation. Meanwhile the unmanaged metrics improved: free cash flow +66%, Adjusted EBITDA from $18m to $152m, MUPs +15%, cost of revenue down 190 basis points. A company suffering demand destruction does not generate $890m of free cash flow in a half-year.
- The over-18 arithmetic is arithmetically large and already working. US over-18 DAUs grew 32% and hours 27% year-over-year, led by 42% DAU growth in the 18–34 cohort, and this cohort monetises over 50% higher than under-18 users. Roblox reaches fewer than 10% of US 18–34 adults daily against a market where over-18 spend is roughly 80% of approximately $200bn. Adding 2D gaming — roughly one-third of the US market — expands the addressable content surface for the first time in the company's history.
- The cash economics are already investment-grade in substance. Net cash of $5.1bn, a single 2030 maturity covered five times over by interest income, FY2025 free cash flow of $1,353m, a $6.9bn interest-free customer float, and a $3bn buyback underway. At roughly 4x bookings and 21x trailing free cash flow, the equity is priced as though the growth algorithm is broken rather than paused.
Bear case
- The engagement peak may have been the business, not a base. DAUs have fallen sequentially for three consecutive quarters — 152m, 144m, 132m, 123m — with year-over-year growth compressing from 70% to 10%. US and Canada hours grew 1% in Q2 2026 and European DAUs grew 1%. If 2025 was two viral titles rather than a platform step-change, then the "10% of the gaming market" framing rests on a base that has already partly evaporated, and the reported 36% revenue growth is a deferred-revenue echo of a demand level that no longer exists.
- Legal exposure is unbounded and management has said so. Q3 2026 net loss guidance explicitly excludes loss contingency accruals because the probability and range of loss cannot be estimated. Eleven state actions, a growing MDL of 180+ cases, arbitration clauses being struck down, one trial date already set for November 2027, two live securities class actions, and $91m of settlement expense in a single half-year. Alabama's $12.2m sets a price anchor at roughly $12m per state — but structural remedies imposed by a court, not money, are the real risk to a platform whose core demographic is 73% minors.
- The margin structure is moving the wrong way at the moment growth is slowing. Infrastructure and trust and safety rose from 11% to 15% of bookings year-over-year in Q2 2026; DevEx rose from 22% to 23% of bookings and is going higher by design; approximately $1.6bn of not-yet-commenced data centre leases will roughly double infrastructure cost as they land; and Q3 free cash flow is guided to a midpoint of roughly negative $28m. Roblox is entering a fixed-cost-heavy AI capex cycle into a quarter of declining bookings — the definition of negative operating leverage — while diluting shareholders by 2% a year through $1.1bn of annual stock compensation.
Catalysts and monitorables, next twelve months
Analyst verdict
Roblox in September 2026 is a genuinely good business inside a genuinely difficult twelve months, and the market has stopped distinguishing between the two. The operating reality is a platform generating $890m of free cash flow in a half-year, carrying $5.1bn of net cash, funding itself on a $6.9bn interest-free customer float, earning more interest income than it pays interest expense, and buying back stock for the first time in its history. That is not a company in distress. The reported deterioration — a 14% to 18% guided bookings decline, three consecutive sequential DAU declines, withdrawn annual guidance — is substantially the arithmetic consequence of lapping two extraordinary viral titles, plus a set of deliberate management choices to prioritise retention, safety and creator economics over near-term monetisation.
The problem is that all three of those choices are unfalsifiable in the short run and expensive in the near run. Management asks investors to accept that a 28-day retention window beats a 7-day one, that age-checking 90% of a minor-heavy user base is a moat rather than a tax, and that giving creators a rising share of bookings compounds. Each may be right. None will be provable before mid-2027, and management has simultaneously removed the annual guidance that would have made the claim testable.
Meanwhile the legal exposure is the one risk that cannot be modelled. Eleven state actions, 180+ MDL cases, arbitration defences failing, and management explicitly declining to accrue for contingencies is not a footnote; it is the reason the multiple has compressed to roughly 4x bookings.
Verdict: constructive on the asset, agnostic on the twelve-month equity. At roughly 21x trailing free cash flow with $5bn of net cash, the price already embeds a broken growth algorithm. The re-rating trigger is a single sequential DAU increase accompanied by stable per-hour monetisation. Until that prints, this is a show-me story with an open-ended legal tail.
End of dossier. Figures marked "nd" were not verifiable against primary filings within the scope of this research and have not been estimated. Where sources conflict — notably on institutional ownership percentages, the precise roster of state litigation, and FY2021–FY2023 expense line items — both readings or the uncertainty have been noted rather than reconciled.
Executive Leadership
| Name | Title | Since | Prior roles | Education |
|---|---|---|---|---|
David Baszucki | Founder, President, Chief Executive Officer and Chair of the Board | 2004 (director since Feb 2008 per proxy) | Founder and CEO of Knowledge Revolution (Interactive Physics, Working Model), sold to MSC Software, where he served as General Manager; board member, The Paley Center for Media | BS Electrical Engineering, Stanford University |
Naveen Chopra | Chief Financial Officer | 30 June 2025 | EVP and CFO, Paramount Global (from Aug 2020); CFO, Amazon Devices and Services; CFO and interim CEO, Pandora Media; 13 years in senior roles at TiVo | Engineering background; specific degrees nd |
Nick Tornow | Engineering leadership (referred to as Lead Engineer at RDC 2026) | nd | nd | nd |
Enrico D'Angelo | Chief Business Officer | nd | nd | nd |
Mark Reinstra | General Counsel and Corporate Secretary | nd | nd | nd |
Arvind Krishnamurthy | Named executive officer per proxy compensation tables | nd | nd | nd |
Matthew Kaufman | Executive officer (Section 16 insider, disclosed sales Feb 2026) | nd | nd | nd |
| Executive | Salary | Bonus | Stock awards (RSU/PSU grant date fair value) | Total |
|---|---|---|---|---|
David Baszucki | nd (100% of direct compensation was equity-based) | 0 | nd | 24,565,995 |
Naveen Chopra | 735,000 annualised | 3,333,333 signing bonus (of a reported ~$6m in signing awards) | ~28,000,000 initial RSU award (grant value; timing per award agreement) | nd |
Michael Guthrie | nd | nd | Includes 5,972,953 of incremental SBC expense from acceleration of his 2023 and 2024 PSU awards on separation | nd |
Manuel Bronstein | nd | nd | nd | nd |
Mark Reinstra | nd | nd | nd | nd |
Arvind Krishnamurthy | nd | nd | nd | nd |
| Holder | Approximate stake (%) | Source/date |
|---|---|---|
The Vanguard Group | 8.5–9.2 | Multiple aggregators, 2025–2026 |
FMR LLC (Fidelity) | 6.3–11.2 | Range across aggregators, 2026 |
David Baszucki (economic) | ~7 | Q1 2026 aggregator estimate |
Index Ventures | ~7 | Q1 2026 aggregator estimate |
BlackRock | 4.4–6.0 | 2026 |
Capital International Investors | Top-10 | Fintel, July 2026 |
Baillie Gifford | Top-10 | Fintel, July 2026 |
Morgan Stanley | Top-10 | Fintel, July 2026 |
JPMorgan Chase | Top-10 | Fintel, July 2026 |
State Street | 1.9–3.0 | 2026 |
Geode Capital Management | Top-10 | Fintel, July 2026 |
Competitive Landscape
| Competitor | Overlap | Relative positioning |
|---|---|---|
Epic Games (Fortnite / UEFN) | Direct — UGC, creator payouts, cross-platform, young audience | The single most direct threat. Higher fidelity, stronger IP licensing (film, music, sport), a creator payout pool, and a comparable metaverse ambition. Private; revenue not disclosed reliably |
Microsoft (Minecraft) | Direct — sandbox creation, under-13 audience | Largest installed base in sandbox gaming; weaker live discovery and economy layer than Roblox |
Tencent | Indirect and direct — global gaming scale, China market | Largest games company globally by revenue; owns or holds stakes across the ecosystem; the reason Roblox has no China business |
NetEase | Indirect | Large-scale Asian publisher; UGC ambitions |
Take-Two Interactive (incl. Zynga) | Indirect — live-service and mobile | Comparable bookings scale; deferred revenue at roughly 20% of annual revenue versus Roblox's 141% |
Electronic Arts | Indirect — sports and live service. | Comparable revenue scale, profitable, IP-led rather than platform-led |
Unity Software | Adjacent — engine and monetisation tooling | Roblox's engine is proprietary and closed; Unity competes for creator mindshare, not users |
Discord | Direct on communications | The off-platform destination Roblox is explicitly trying to displace with Global Chat, Friends Chat, Voice Typing and Integrated Voice Calls |
ByteDance (TikTok) | Direct on attention and increasingly on discovery | The competitive reference point for Moments; Roblox content passed one trillion all-time YouTube views by end-2025, demand that has historically lived off-platform |
Alphabet (YouTube) | Direct on attention and on Roblox discovery | Simultaneously the largest discovery funnel into Roblox and the largest competitor for the same hours |
Sea Limited (Garena), Krafton, Supercell, Scopely | Indirect — mobile free-to-play | Compete for the same monetisable hours in APAC and Rest of World, Roblox's fastest-growing regions |
Apple and Google | Not competitors but chokepoints | Set payment processing economics; Roblox's first-party channel migration is a direct response |
| Metric | Roblox FY2025 | Take-Two (FY ending Mar 2026) | Unity FY2025 | Electronic Arts (FY2025) |
|---|---|---|---|---|
Revenue or net bookings (USD bn) | 4.9 revenue / 6.8 bookings | ~6.4 net bookings | ~1.8 | ~7.5 |
Revenue growth (%) | 36 | nd | nd | nd |
Gross margin (%) | 78 | nd | nd | nd |
GAAP operating margin (%) | -25 | negative | negative | positive |
R&D as percentage of revenue (%) | 32 (55 including infrastructure and T&S) | nd | nd | nd |
Free cash flow (USD bn) | 1.35 | nd | nd | nd |



