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Reading: Roblox Q2 revenue rises 36% to $1.5bn
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Online Tech Guru > Gaming > Roblox Q2 revenue rises 36% to $1.5bn
Gaming

Roblox Q2 revenue rises 36% to $1.5bn

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Last updated: 31 July 2026 09:36
By News Room 3 Min Read
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Roblox Q2 revenue rises 36% to .5bn
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Roblox has announced its second-quarter financial results, highlighting substantial year-over-year revenue growth, despite a minor shortfall in net bookings.

Here’s what you need to know:

The numbers

For the three months ended June 30, 2026

  • Revenue: $1.5 billion (up 36% year-on-year)
  • Bookings: $1.6 billion (up 8% year-on-year)
  • Net losses: $185 million

The highlights

Despite higher bookings, Roblox said it experienced a shortfall driven by reduced per-hour monetisation among younger users in the US and Canada.

The firm attributed this 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.”

Roblox modified its Recommended for You algorithm to prioritize impressions for “highly retentive games at the expense of near-term monetisation.” This adjustment had a larger than anticipated short-term effect on younger users.

Average daily active users (DAUs) rose 10% year-over-year to 123 million, with notable growth in Japan (67%) and India (64%).

DAUs and hours among users over 18 increased by 32% and 27% year-over-year, respectively.

Average bookings per DAU were $12.66, a 2% year-over-year decline. Average monthly unique payers (MUPs) reached 27 million, up 15%, with average bookings per MUP at $19.25.

By the end of the second quarter, over half of global DAUs had completed age verification following this year’s rollout. More than 70% of users in the US and Australia have been age-checked.

Roblox recently launched two age-based accounts for minors: Roblox Kids for ages five to eight, and Roblox Select for ages nine to 15. These accounts now offer access to more than 30,000 games, representing a 50% increase since launch.

Total hours engaged in the second quarter rose 5% year-over-year to 29 billion. The top 10 games contributed approximately 20% of total hours, a decrease from 30% three years ago.

The platform also saw increased new user sign-ups due to “normal seasonality” and the reinstatement of Roblox in Russia after last December’s ban.

“We remain focused on capturing 10% of the global gaming market and an even greater share in the US,” said CEO David Baszucki. “Q2 delivered year-over-year gains in users and hours, following last year’s incredible growth.”

Baszucki added: “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.”

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