Roblox's revenue for the second quarter increased by 36% to reach $1.5 billion

In its latest financial report for the second quarter, Roblox revealed a significant increase in annual revenue, although there was a slight decrease in net bookings.
The figures
Quarter ending June 30, 2026
- Revenue: Reached $1.5 billion, marking a 36% increase compared to the previous year
- Bookings: Stood at $1.6 billion, indicating an 8% increase from the prior year
- Net losses: Reported at $185 million
Despite the increase in bookings, Roblox noted challenges stemming from a decline in per-hour earnings among younger audiences in North America.
This trend was linked to a "greater than anticipated shift of engagement from high monetizing, 2025-vintage viral games, to newer and continuously popular games with lower monetization rates per hour."
Modifications in the Recommended for You algorithm now favor games that encourage long-term user engagement, even if they generate less immediate revenue. This change impacted the engagement levels of younger audiences more than initially expected.
Daily active users (DAUs) saw a 10% rise from the previous year, totaling 123 million. Japan and India experienced marked growth with 67% and 64% increases, respectively.
Among those over 18, DAUs and total hours spent grew by 32% and 27% year-on-year, respectively.
Average bookings per DAU fell by 2% year-over-year to $12.66. Meanwhile, average monthly unique payers (MUPs) increased by 15% to reach 27 million, with each contributing an average of $19.25.
By the close of the quarter, a majority of the global DAUs underwent age verification, following this year's age-check implementation. Over 70% in the US and Australia have validated their ages.
Roblox introduced two new age-based accounts for children: Roblox Kids for ages 5-8 and Roblox Select for ages 9-15. These accounts now have access to over 30,000 games, up 50% since their introduction.
Engagement hours climbed by 5% to reach 29 billion. The top 10 games accounted for 20% of all engaged hours, a decrease from 30% three years earlier.
New user registrations have increased, driven by customary seasonal trends and Roblox's reinstatement in Russia following last December’s prohibition.
CEO David Baszucki stated, "We continue our pursuit of capturing 10% of the global gaming market share, with a focus on the US." He added that the second quarter showed user growth and increased engagement, building on last year’s outstanding growth.
Baszucki further mentioned, "With nearly 4% of global gaming revenues flowing through our platform, alongside an integrated approach to discovery, game development, safety, and economy, Roblox is strategically positioned to seize a 10% share of the worldwide gaming market."