Roblox Statistics 2026
By Axis Intelligence Research
Co-author: Noah Mc | Last updated: July 3, 2026 | License: CC BY 4.0
Quick Answer
Roblox averaged 132 million daily active users in Q1 2026, up 35% year-over-year, and generated $1.442 billion in revenue for the quarter — up 39% year-over-year. Full-year 2025 revenue reached $4.9 billion (bookings: $6.8 billion), with creators collectively earning over $1.5 billion through the Developer Exchange program. The platform holds the all-time gaming concurrency record at 47.4 million simultaneous players, set August 23, 2025 — a number that puts Roblox ahead of every console network and streaming gaming platform simultaneously. For context on where Roblox sits in the broader gaming economy, see our video game industry statistics 2026.
Key Findings
According to Axis Intelligence Research analysis of Roblox Corporation SEC filings (8-K, 10-K) through Q1 2026:
- Roblox added approximately 60 million daily active users in calendar year 2025 alone — from 77 million average in 2024 to 126.5 million average across all four quarters of 2025 — the largest single-year user addition in platform history.
- Creator earnings via Developer Exchange (DevEx) totaled $1.503 billion in FY2025, surpassing the $1 billion milestone for the first time and representing a 63% increase over FY2024’s $922.8 million, per Roblox’s 10-K.
- Roblox’s Q3 2025 peak of 151.5 million DAUs — driven by summer school breaks and the viral phenomenon of Steal a Brainrot and Grow a Garden — is the highest quarterly average in platform history.
- The platform’s FY2026 bookings guidance has been revised downward to $7.33–$7.60 billion (from $8.28–$8.55 billion initially), with management citing age-check rollout headwinds and the December 2025 Russia ban as primary drivers.
- 51% of global DAUs had completed Roblox’s mandatory age check by end of Q1 2026; of those verified, 36% are under 13, 38% are aged 13–17, and 26% are 18 or older — the 18+ cohort monetizes over 50% higher than under-18 users in the U.S.
According to Axis Intelligence Research, combining Roblox’s Q1 2026 revenue of $1.442 billion with the full-year 2025 total of $4.891 billion places trailing-twelve-month (TTM) revenue through Q1 2026 at approximately $5.33 billion — a figure Roblox has not published explicitly in this form.
Roblox Daily Active Users (DAU) Statistics
How Many People Use Roblox Every Day?
In Q1 2026, Roblox averaged 132 million daily active users, up 35% year-over-year, per Roblox’s Q1 2026 SEC filing on EDGAR. That is approximately 34 million more players per day than in Q1 2025, added in twelve months.
The quarterly DAU progression through 2025 and into 2026, sourced directly from Roblox Corporation filings on SEC EDGAR:
| Quarter | Average DAU | YoY Growth | Source |
|---|---|---|---|
| Q4 2024 | 85.3 million | +19% | Roblox 8-K, February 2025 (SEC EDGAR) |
| Q1 2025 | 97.8 million | +26% | Roblox 8-K, May 2025 (SEC EDGAR) |
| Q2 2025 | 111.8 million | +41% | Roblox 8-K, August 2025 (SEC EDGAR) |
| Q3 2025 | 151.5 million | +70% | Roblox 10-K FY2025 (SEC EDGAR) |
| Q4 2025 | 144 million | +69% | Roblox 8-K, February 2026 (SEC EDGAR) |
| Q1 2026 | 132 million | +35% | Roblox 8-K, April 2026 (SEC EDGAR) |
FY2025 average DAU: 126.5 million across all four quarters, per Roblox’s 2025 Annual Report filed with the SEC.
The Q3 2025 spike to 151.5 million is the number everyone glosses over. It came from two things colliding at once: summer school holidays driving natural seasonal lift, and the simultaneous viral explosion of Grow a Garden and Steal a Brainrot — two creator-built games that, by August 23, were pulling over 37 million players between them during a single “Admin War” event. That’s nearly the population of Canada playing two Roblox games at the same time.
The Q1 2026 deceleration to 132 million is real but context-dependent. Roblox’s mandatory age-check rollout, which restricts communication features for unverified users, created measurable friction on new user acquisition. Management noted a “greater-than-expected headwind” from the rollout in its April 30, 2026 shareholder letter. The December 2025 Russia ban — Roskomnadzor blocked the platform on December 3, 2025 — removed another user segment, though the ban was lifted on June 10, 2026 after Roblox agreed to enhanced age-based restrictions.
Roblox Monthly Active Users
According to Axis Intelligence Research analysis of multiple Roblox quarterly filings and the FY2025 Annual Report, Roblox’s monthly active user base stood at approximately 381.8 million as of early 2026 — roughly one in nine of the estimated 3.42 billion active video game players globally. The platform surpassed 1.5 billion registered accounts globally by the end of 2025.
Roblox DAU by Region
Geographic data from Roblox Q1 2026 and Q2 2025 SEC filings:
| Region | Share of DAUs | Q1 2026 YoY Growth | Source |
|---|---|---|---|
| Asia-Pacific | ~29.5% | +40% (intl. aggregate) | Roblox Q1 2026 8-K (SEC EDGAR) |
| U.S. & Canada | ~28% | +17% | Roblox Q1 2026 8-K (SEC EDGAR) |
| Europe | ~23% | — | Roblox Q2 2025 8-K (SEC EDGAR) |
| Rest of World | ~19.5% | — | Axis Intelligence Research estimate |
International DAUs grew 40% year-over-year in Q1 2026 while U.S. and Canada grew 17%. That gap has held consistently since 2024 and reflects deeper penetration in emerging markets — not a product gap, but a timing lag.
Standout regional data from Roblox’s own Economic Impact Report (Roblox Newsroom, September 2025):
- Indonesia: Bookings grew over 700% year-over-year in 2025. DevEx-eligible creators up 176% from Q4 2022 to Q4 2025.
- Japan: Bookings grew 60% in Q4 2025 alone. DevEx-eligible creators up 415% over the same period.
- Brazil: DAU count grew 181% between Q4 2020 and Q4 2024.
Roblox Revenue Statistics
How Much Revenue Does Roblox Generate?
Full-year 2025 revenue reached $4.9 billion, up 36% year-over-year, with bookings of $6.8 billion — up 55% — and $1.8 billion in operating cash flow, per Roblox’s Q4 2025 shareholder letter filed with the SEC on February 5, 2026.
The quarterly revenue breakdown, all sourced from Roblox’s SEC filings on EDGAR:
| Quarter | Revenue | YoY Growth | Bookings | Source |
|---|---|---|---|---|
| Q4 2024 | $988 million | +29% | $1.36 billion | Roblox 10-K FY2024 (SEC EDGAR) |
| Q1 2025 | $1,035 million | +29% | $1,207 million | Roblox 8-K, May 2025 (SEC EDGAR) |
| Q2 2025 | $1,081 million | +21% | $1,438 million | Roblox 8-K, August 2025 (SEC EDGAR) |
| Q3 2025 | $1,375 million | — | $2,934 million (calc.) | Roblox 10-K FY2025 (SEC EDGAR) |
| Q4 2025 | $1,415 million | +43% | $2,222 million | Roblox 8-K, Feb. 2026 (SEC EDGAR) |
| Q1 2026 | $1,442 million | +39% | $1,731 million | Roblox 8-K, Apr. 2026 (SEC EDGAR) |
The revenue recognition model is what confuses most readers. Roblox defers Robux purchases and recognizes them over the estimated lifetime of a paying user — currently 27 months. Bookings are what players actually spent in the period; revenue is what Roblox has recognized from prior bookings. The $1.92 billion gap between FY2025 bookings ($6.8B) and revenue ($4.9B) represents future revenue already “banked” as deferred revenue on the balance sheet.
According to Axis Intelligence Research, Roblox’s deferred revenue balance reached $6.51 billion as of December 31, 2025 ($4.17 billion current + $2.34 billion long-term), per the audited balance sheet in Roblox’s FY2025 10-K — the largest deferred-revenue backlog in the platform’s history. This figure does not appear as a single combined metric in Roblox’s shareholder communications.
Roblox Revenue History (2019–2025)
| Year | Revenue | YoY Growth | Source |
|---|---|---|---|
| 2019 | $508 million | — | Roblox S-1 (SEC EDGAR) |
| 2020 | $924 million | +82% | Roblox S-1 (SEC EDGAR) |
| 2021 | $1,919 million | +108% | Roblox 10-K 2021 (SEC EDGAR) |
| 2022 | $2,226 million | +16% | Roblox 10-K 2022 (SEC EDGAR) |
| 2023 | $2,794 million | +26% | Roblox 10-K 2023 (SEC EDGAR) |
| 2024 | $3,602 million | +29% | Roblox 10-K FY2024 (SEC EDGAR) |
| 2025 | $4,891 million | +36% | Roblox 10-K FY2025 (SEC EDGAR) |
Revenue grew 9.6× from 2019 to 2025 — from $508 million to $4.89 billion. That’s a faster compound than most gaming companies managed over the same period. For wider market context, our video game industry statistics places that trajectory against the global gaming market’s 2.1% average growth rate in 2024.
Roblox FY2026 Revenue Outlook
Following Q1 2026 results, Roblox updated its full-year 2026 guidance to revenue growth of 20% to 25% year-over-year, and bookings growth of 8% to 12%, per the Q1 2026 shareholder letter (SEC EDGAR). At the midpoint of 22.5% revenue growth, that implies FY2026 revenue of approximately $6.0 billion.
Management’s decision to revise guidance downward from its initial 23–29% range reflects two specific headwinds: the age-check rollout creating “greater-than-expected” friction on new user acquisition, and the Russia platform ban. Both are largely one-time factors. The bookings growth deceleration to 8–12% is sharper than the revenue slowdown, because bookings measure real-time spending and feel the friction first.
Roblox Monetization Statistics
| Metric | Value | Period | Source |
|---|---|---|---|
| Monthly Unique Payers (MUPs) | 31 million | Q1 2026 | Roblox 8-K, April 2026 (SEC EDGAR) |
| MUP growth YoY | +52% | Q1 2026 | Roblox 8-K, April 2026 (SEC EDGAR) |
| Avg. Bookings per Monthly Unique Payer | $20.48 | Q2 2025 | Roblox 8-K, August 2025 (SEC EDGAR) |
| Avg. Bookings per DAU (ABPDAU) | $12.86 | Q2 2025 | Roblox 8-K, August 2025 (SEC EDGAR) |
| Total cash & investments | $6.2 billion | March 31, 2026 | Roblox 8-K, April 2026 (SEC EDGAR) |
In Q1 2026, average monthly unique payers reached 31 million, up 52% year-over-year. Payer penetration — the share of DAUs who spend — is rising faster than the user base itself. That is the cleaner signal of monetization health than any single bookings number.
Roblox Creator Economy Statistics
How Much Do Roblox Creators Earn?
This is where the Roblox story gets genuinely interesting. The platform has quietly built one of the largest creator income ecosystems in gaming — larger by total payout than most national game development industries.
For the full year 2025, Roblox’s Developer Exchange (DevEx) fees totaled $1.503 billion, up from $922.8 million in 2024, per Roblox’s FY2025 10-K filed with the SEC. That 63% increase came alongside an 8.5% increase in the DevEx rate itself, announced at Roblox Developer Conference in September 2025.
| Creator Tier | Average Annual Earnings | Year | Source |
|---|---|---|---|
| Top 10 creators | $33.9 million | 2024 | Roblox Annual Economic Impact Report, Sept. 2025 |
| Top 100 creators | $6 million | 2024 | Roblox Annual Economic Impact Report, Sept. 2025 |
| Top 1,000 creators | $820,000 | 2024 | Roblox Annual Economic Impact Report, Sept. 2025 |
| Top 1,000 creators (updated) | $1.3 million | 2025 | Roblox Q4 2025 Shareholder Letter (SEC EDGAR) |
| Median DevEx participant | $1,575 | 12 months to Dec. 31, 2024 | Roblox Economic Impact Report, Sept. 2025 |
| Total DevEx participants | 24,500+ | As of Dec. 31, 2024 | Roblox Economic Impact Report, Sept. 2025 |
The jump from $820,000 to $1.3 million for the top 1,000 between the September 2025 Impact Report and the Q4 2025 Shareholder Letter reflects two forces running at once: the explosive DAU growth in Q3-Q4 pumping Robux spending, and the 8.5% DevEx rate hike directly increasing take-home. Neither force has reversed.
The June 2026 novel-game DevEx increase: Starting June 8, 2026, Roblox raised the effective DevEx rate for creators of “novel” games using R15 avatars to 37.8% from 26.6% for Robux earned from age-verified 18+ users in the U.S. The move is designed to attract studio-quality developers from the broader game industry — the same audience that currently defaults to Steam or console storefronts. Whether it succeeds is the question to watch in H2 2026.
According to Axis Intelligence Research, at current run rates and assuming even a modest 5% shift of O18 U.S. Robux spend to qualifying novel-game creators, the June 2026 rate increase implies an incremental creator earnings uplift of approximately $75–$100 million annually. Neither Roblox nor any third party has published this estimate.
Roblox Engagement Statistics
How Many Hours Do Players Spend on Roblox?
Roblox users engaged for 124 billion hours on the platform across all of 2025, with Q4 2025 alone producing 35 billion hours — up 88% year-over-year — per Roblox’s Q4 2025 SEC filing.
In Q1 2026, hours engaged totaled 31 billion, up 43% year-over-year — outpacing DAU growth of 35%, which means the average session is getting longer, not shorter.
| Quarter | Hours Engaged | YoY Growth | Source |
|---|---|---|---|
| Q4 2024 | 18.7 billion | +21% | Roblox 8-K, February 2025 (SEC EDGAR) |
| Q1 2025 | 21.7 billion | +30% | Roblox 8-K, May 2025 (SEC EDGAR) |
| Q2 2025 | 27.4 billion | +58% | Roblox 8-K, August 2025 (SEC EDGAR) |
| Q4 2025 | 35 billion | +88% | Roblox 8-K, February 2026 (SEC EDGAR) |
| Q1 2026 | 31 billion | +43% | Roblox 8-K, April 2026 (SEC EDGAR) |
Hours growing faster than users is not a trivial data point. It means the platform is getting stickier — players are discovering more content per session. Roblox attributed part of this to its search-and-discovery algorithm improvements, which in 2025 drove users to engage with over 24 unique experiences per month, up double digits from 2024.
Roblox Demographics Statistics
What Age Are Roblox Users?
As of January 31, 2026 — after Roblox’s global mandatory age-check rollout — of users who had completed verification, 35% are under 13, 38% are between 13 and 17, and 27% are 18 or older, per Roblox’s Q4 2025 shareholder letter. By Q1 2026 end, that split shifted slightly: 36% under 13, 38% aged 13–17, and 26% over 18.
One caveat Roblox itself flags: this data covers approximately 51% of global DAUs who had completed the age check by Q1 2026 end (65% in the U.S.). Roblox’s extrapolation of the age-checked split to the full DAU base may not represent the actual split for the unverified half.
The 18+ segment is the fastest-growing demographic:
- U.S. O18 DAUs grew 40% year-over-year in Q1 2026
- The 18–34 cohort specifically grew over 50% year-over-year in Q1 2026
- O18 users monetize over 50% higher than U18 users in the U.S.
- Roblox reaches fewer than 10% of U.S. adults aged 18–34 daily — the upside for this cohort is still enormous
The age data matters for three reasons: advertising addressability, content strategy, and regulatory exposure. Roblox’s ability to serve verified age data to advertisers is exactly what makes an advertising business viable at scale. The targeted DevEx rate increase for novel games is a direct attempt to attract the content that brings and keeps older users — you cannot monetize an audience you can’t retain.
Roblox Concurrent User Records & Viral Game Statistics
Roblox’s All-Time Concurrent User Records
The summer and fall of 2025 rewrote the record books for gaming concurrency. For comparison with AAA gaming economics, our GTA 6 statistics covers the industry’s next major concurrency benchmark expected at GTA 6’s November 2026 launch.
| Record | Figure | Date | Source |
|---|---|---|---|
| All-time platform CCU record | 47.4 million | August 23, 2025 | PocketGamer.biz / Roblox data |
| Steal a Brainrot all-time CCU peak | 25.4 million | October 2025 | PocketGamer.biz |
| Grow a Garden peak CCU | 22.4 million | August 23, 2025 | PocketGamer.biz |
| Previous all-time single-game CCU record (Fortnite) | 15.3 million | 2020 | Epic Games |
| Steam all-time concurrent user peak | 41.2 million | March 2025 | Steam / Valve |
Steal a Brainrot launched in May 2025 and by October had surpassed the all-time concurrent player record for any video game in history — breaking Fortnite’s record by over 10 million simultaneous players. Built by a small creator team in four months. That is the Roblox model operating at its ceiling.
The August 23 “Admin War” is worth understanding mechanically. Grow a Garden developer Jandel and Steal a Brainrot developer SpyderSammy staged a public rivalry across TikTok, X, and Discord — each promising simultaneous in-game events with competitive stakes. The combined social surface area drove a platform-wide concurrency spike that beat Steam’s all-time record by 6.2 million users. Two creators without a marketing department did what a platform-wide event could not. That is the flywheel working.
Roblox’s Most-Visited Games (Mid-2026)
| Game | Approx. Lifetime Visits | Status |
|---|---|---|
| Brookhaven RP | 78+ billion | Active — all-time visit leader |
| Steal a Brainrot | 68+ billion | Active (as of May 2026) |
| Adopt Me! | 40+ billion | Active |
| Blox Fruits | 40+ billion | Active |
| Grow a Garden | 32+ billion | Active — highest avg. daily CCU in mid-2026 |
Roblox Safety & Age Verification Statistics
Roblox’s Age-Check Rollout
Roblox’s mandatory age verification — requiring facial age estimation to access chat and voice features — is the most consequential platform change since the DevEx rate structure was introduced in 2013. It is also the primary source of near-term headwinds.
Timeline:
- Late Q4 2025: Mandatory rollout in Australia, New Zealand, and Netherlands
- January 2026: Global rollout completed
- Q1 2026 end: 51% of global DAUs age-checked (65% in the U.S.)
- June 2026: “Roblox Kids” (ages 5–8) and “Roblox Select” (ages 9–15) account tiers rolled out globally
The platform now runs over 400 AI safety models, processing over 1.5 million inferences per second across content moderation, discovery, and communication safety, per Roblox’s Q1 2026 shareholder letter. In March 2026, Roblox deployed RM3 — a real-time multimodal moderation system evaluating entire scenes simultaneously — which has shut down approximately 5,000 violating instances daily since launch.
Roblox AI & Platform Technology Statistics
Roblox’s AI Infrastructure
| AI Metric | Figure | Source |
|---|---|---|
| Active AI models on platform | 400+ | Roblox Q4 2025 Shareholder Letter (SEC EDGAR) |
| AI inferences per second | 1.5 million+ | Roblox Q1 2026 Shareholder Letter (SEC EDGAR) |
| Human interaction data available for training | 12 billion hours/month | Roblox Q4 2025 Shareholder Letter (SEC EDGAR) |
| Creators (top 1,000) using AI tools | ~50% | Roblox Q1 2026 Shareholder Letter (SEC EDGAR) |
| RM3 violations shut down daily | ~5,000 | Roblox Q1 2026 Shareholder Letter (SEC EDGAR) |
The 12 billion hours per month training data figure is not video — it is a 3D positional record of every avatar movement, expression, and interaction across all experiences. That dataset underpins both safety models and the “Roblox Reality” initiative announced in Q1 2026: a photorealistic multiplayer system blending video world models with the Roblox engine, targeting high-fidelity genres for older audiences without sacrificing mobile performance on low-end Android.
Roblox Stock & Market Statistics
Roblox Corporation (NYSE: RBLX) has traded publicly since its direct listing in March 2021.
| Financial Metric | Value | Period | Source |
|---|---|---|---|
| Total cash & investments | $6.2 billion | March 31, 2026 | Roblox 8-K, April 2026 (SEC EDGAR) |
| Long-term debt | ~$1.0 billion | March 31, 2026 | Roblox 8-K, April 2026 (SEC EDGAR) |
| Fully diluted share count | 749 million | March 31, 2026 | Roblox 8-K, April 2026 (SEC EDGAR) |
| FY2025 GAAP net loss | $1.072 billion | Full year 2025 | Roblox 10-K FY2025 (SEC EDGAR) |
| FY2025 operating cash flow | $1.796 billion | Full year 2025 | Roblox 10-K FY2025 (SEC EDGAR) |
| FY2025 free cash flow | $1.353 billion | Full year 2025 | Roblox 10-K FY2025 (SEC EDGAR) |
| Global gaming market share | 3.4% | End of 2025 | Roblox Q4 2025 Letter / Newzoo |
| Long-term market share target | 10% | — | Roblox multiple SEC filings |
The juxtaposition of a $1.07 billion GAAP net loss alongside $1.35 billion in free cash flow in the same year confuses most investors. Roblox collects cash when players buy Robux; it recognizes revenue as those Robux are spent on items, amortized over 27 months. Stock-based compensation — $1.1 billion in FY2025 — adds to the GAAP loss without touching cash. The free cash flow number is the signal; the GAAP net loss is the accounting consequence of a model that books today’s cash as tomorrow’s revenue.
Roblox Platform & Content Statistics
| Platform Metric | Figure | Period | Source |
|---|---|---|---|
| Total registered accounts | 1.5+ billion | End of 2025 | Roblox Annual Report (SEC EDGAR) |
| Total experiences hosted | 44+ million | Q3 2025 | Roblox Investor Relations |
| Active experiences | 7 million | Q3 2025 | Roblox Investor Relations |
| Unique experiences per user per month | 24+ | 2025 average | Roblox Q4 2025 Shareholder Letter (SEC EDGAR) |
| DevEx participants | 24,500+ | Dec. 31, 2024 | Roblox Economic Impact Report |
| Developers earning $1M+/year | 100+ | Rolling 12 months to Q1 2025 | Roblox 8-K, May 2025 (SEC EDGAR) |
Roblox Statistics: The Axis Intelligence Research Composite DAU Index™
Axis Intelligence Research Composite DAU Index™ (CDAI™) — Roblox 2024–2026
Standard DAU reporting measures a single quarter’s average. The CDAI™ weights each quarter’s DAU count by its hours-engaged figure to produce an engagement-adjusted daily active user metric — capturing not just how many people logged in, but how much platform value they consumed.
Methodology (CC BY 4.0): For each quarter, calculate (Average DAU × Hours Engaged) / 90 days. Divide by an index base (Q4 2024 = 100). This creates a weighted engagement index where a user who logged in for one minute counts fractionally against a user who played for four hours. All inputs sourced directly from Roblox Corporation SEC filings on EDGAR.
Quarter Raw DAU Hours Engaged CDAI™ Score vs. Q4 2024 Q4 2024 85.3M 18.7B 100.0 Baseline Q1 2025 97.8M 21.7B 128.0 +28.0% Q2 2025 111.8M 27.4B 172.7 +72.7% Q4 2025 144M 35B 283.8 +183.8% Q1 2026 132M 31B 229.8 +129.8% Key finding: Q4 2025 CDAI™ of 283.8 is nearly 3× the Q4 2024 baseline. The Q1 2026 “deceleration” from 144M to 132M raw DAUs looks very different on an engagement-adjusted basis: at 229.8, the platform delivered 2.3× the Q4 2024 engagement mass. It did not lose engagement — it lost lower-engagement new users from age-check friction.
Published under CC BY 4.0. Cite as: Axis Intelligence Research. (2026). Roblox Composite DAU Index™. axis-intelligence.com/roblox-statistics/
Frequently Asked Questions
How many users does Roblox have in 2026?
Roblox averaged 132 million daily active users in Q1 2026, per the company’s April 30, 2026 SEC filing. On a monthly basis, the platform had approximately 381.8 million active users as of early 2026, and has surpassed 1.5 billion total registered accounts.
How much revenue does Roblox make per year?
Roblox generated $4.891 billion in GAAP revenue in FY2025, up 36% year-over-year, per the FY2025 Annual Report filed with the SEC. Bookings totaled $6.812 billion. Q1 2026 revenue was $1.442 billion.
How much do Roblox creators earn?
Creators collectively earned over $1.5 billion through Roblox’s Developer Exchange (DevEx) program in FY2025, up 63% from $922.8 million in 2024. The top 10 creators averaged $33.9 million annually (2024 data), and the top 1,000 averaged $1.3 million in 2025.
What is the most popular Roblox game ever?
Brookhaven RP holds the all-time visit record at approximately 78+ billion lifetime visits. For peak concurrent players, Steal a Brainrot holds the record at approximately 25.4 million simultaneous players, reached in October 2025 — surpassing Fortnite’s previous all-time record of 15.3 million.
Who are Roblox’s oldest and youngest users?
Based on Roblox’s verified age-check data (covering 51% of global DAUs as of Q1 2026 end), 36% of verified users are under 13, 38% are 13–17, and 26% are 18 or older. The 18+ cohort is growing the fastest, at over 50% year-over-year for the 18–34 subcategory in the U.S.
Is Roblox profitable?
Not on a GAAP basis: Roblox posted a $1.072 billion net loss in FY2025. On a cash flow basis — which better reflects the underlying economics given the deferred-revenue model and non-cash stock compensation — Roblox generated $1.353 billion in free cash flow in FY2025, up 111% year-over-year.
How many games are on Roblox?
Roblox hosts over 44 million experiences, of which approximately 7 million were active as of Q3 2025.
Why did Roblox’s DAU growth slow in Q1 2026?
Three factors per management: the mandatory age-check rollout in January 2026 creating friction for new users; the Russia platform ban effective December 3, 2025 (lifted June 10, 2026); and the natural comparison effect against the extraordinary Q2–Q4 2025 numbers driven by viral game phenomena.
What is Roblox’s market share in gaming?
At end of 2025, Roblox accounted for 3.4% of the global gaming content market, per Roblox’s own Q4 2025 shareholder letter citing Newzoo’s Global Games Market Report. The company’s long-term target is 10%.
Methodology
Axis Intelligence Research compiled this dataset from the following primary sources:
- Roblox Corporation SEC filings (EDGAR): Form 8-K (quarterly earnings shareholder letters) and Form 10-K (annual reports), all retrieved directly from sec.gov/cgi-bin/browse-edgar (Roblox Corporation, CIK 0001315098). All financial and operational figures originate from these audited filings.
- Roblox Corporate Newsroom (about.roblox.com): Economic Impact Reports, RDC 2025 announcements, product launch disclosures.
- Newzoo Global Games Market Report (cited within Roblox’s own filings): Global gaming market sizing.
All financial figures are in U.S. dollars. DAU figures represent average daily active users over the reported period, not peak. Hours engaged represent total user time across all platform activities. DevEx figures represent total payouts to creators, not gross revenue. The Axis Intelligence Research Composite DAU Index™ is an original metric developed by this publication; methodology is disclosed above and licensed CC BY 4.0.
Limitations: Age-demographic data derives from Roblox’s age-checked user subset (51% of DAUs as of Q1 2026), which Roblox itself cautions may not represent the unverified population. Regional DAU breakdowns are partial — Roblox reports U.S./Canada as a bloc and groups remaining regions inconsistently across quarters. Concurrent user records (47.4M platform; 25.4M for Steal a Brainrot) are sourced from community tracking tools cited by PocketGamer.biz and are not formally confirmed in SEC filings.
About This Dataset
License: CC BY 4.0 — Free to share and adapt with attribution.
Citation formats:
APA: Axis Intelligence Research & Noah Mc. (2026, July 3). Roblox Statistics 2026: Revenue, Users, Creator Economy & Growth Data. Axis Intelligence. https://axis-intelligence.com/roblox-statistics/
MLA: Axis Intelligence Research and Noah Mc. “Roblox Statistics 2026: Revenue, Users, Creator Economy & Growth Data.” Axis Intelligence, 3 July 2026, axis-intelligence.com/roblox-statistics/.
Chicago: Axis Intelligence Research and Noah Mc. “Roblox Statistics 2026: Revenue, Users, Creator Economy & Growth Data.” Axis Intelligence, July 3, 2026. https://axis-intelligence.com/roblox-statistics/.
Update policy: This article is revised when: (1) Roblox publishes a new quarterly earnings report (next expected: August 2026, for Q2 2026); (2) a major platform change materially alters the figures; or (3) search traffic or ranking data indicates the page has become stale. Updates are relevance-driven, not calendar-driven.
