What it does
Roblox operates an online gaming and creation platform where people play, socialize and make digital experiences. Founded in 2004 and headquartered in San Mateo, the company is led by co-founder and chief executive David Baszucki.
Users enter experiences through the free Roblox Client app. They can play games, meet friends, communicate and customize an avatar that represents them across much of the platform. Experiences run on mobile devices, computers, consoles and selected virtual-reality hardware. Parents and caregivers can use controls to limit features such as chat, screen time and spending.
Independent creators build nearly all the platform’s content. They use Roblox Studio, a free set of tools, to design and publish experiences and virtual items. Roblox Cloud supplies the infrastructure that runs them. Creators range from students and hobbyists to full-time studios; some earn money from what they make.
Users can buy the virtual currency Robux to spend on items and experiences. Roblox retains a portion of transactions and distributes the rest to creators. It also sells advertising that creators can place inside experiences.
Roblox is developing additional creation and distribution tools. These include Roblox Build, which uses AI to help people make games, and Roblox Everywhere, a planned way to publish selected Roblox titles as standalone apps in app stores.
How it makes money
Roblox’s principal business is selling Robux, the currency people use to purchase virtual goods and access on its platform. Users can buy Robux through the app or website, or redeem prepaid cards bought online or in stores. They can also receive Robux through a monthly Roblox Premium subscription, at a discount to one-off purchases.
Creators earn Robux when users buy items, subscriptions, private-server access, passes or access to an experience. They can also earn from avatar items, advertising, licensed intellectual property and certain tools sold to other creators. Eligible creators can exchange earned Robux for cash through the Developer Exchange Program. Roblox retains a portion of Robux transactions for its platform and support services.
The company also offers advertising, including sponsored placements and video. Roblox says over 70% of the top 100 games run sponsored ads. Advertising and licensing represented an insignificant amount of bookings in the 2025 annual reporting period.
Bookings capture sales activity in a period and are a non-GAAP measure. Roblox generally receives payment upfront, initially records bookings as deferred revenue and recognizes revenue over the estimated lifetime of a paying user or as purchased virtual items are consumed. As a result, bookings and reported revenue can move differently in the short term.
In the year ended December 31, 2025, average daily bookings were $0.15 per daily active user and $10.36 per daily unique paying user. Roblox has historically generated higher bookings in the fourth quarter, principally around the end-of-year holidays.
Customers and how it sells
Roblox serves users who play and socialize, creators who supply content, and advertisers seeking placements within experiences. In the year ended December 31, 2025, it averaged 127 million daily active users across over 180 countries. Approximately 1.8 million were daily unique paying users on average. Users spent 123.9 billion hours engaged on the platform during the year.
The creator community included millions of people across more than 170 countries in 2025. Over 23,500 creators received cash through the Developer Exchange Program during the year. Creators can reach users through the Roblox app’s recommendations and search, and can sell content through experiences, the Marketplace and the Creator Store.
Payments reach Roblox through payment processors and prepaid-card channels. In FY2025, one payment processor accounted for 29.0% of revenue and a second accounted for 15.0%. These are processor shares, not identified individual end customers.
The company estimates that less than 2% of the population outside the United States uses Roblox daily. Roblox automatically translates experiences into 17 languages, and creators can customize those translations.
Suppliers and costs
Roblox’s principal operating costs include payments to creators, people, technology, infrastructure, trust and safety, and payment processing fees. It provides creators with services including hosting, storage, distribution, discovery and customer support. The company had 3,065 employees in FY2025.
Most Roblox Cloud services run in Roblox-managed data centers. The company also primarily uses Amazon Web Services for some databases, storage and messaging, and for extra capacity during large user peaks. It uses payment-processing partners to handle payments and store payment information, and a third-party vendor to conduct checks and execute creator payouts.
Roblox raised the cash amount eligible creators can receive for earned Robux by 8.5%, prospectively from September 5, 2025. The company expects increased infrastructure expense for AI initiatives including Build, Roblox Reality and Universal Player. It also plans to continue increasing marketing spending aimed at users aged 18 and over.
- Revenue$4.9B
- Cost of revenue−$1.1B
- Research and development−$1.6B
- Selling, general and administrative−$826.3M
- Other operating costs−$2.7B
- Operating income−$1.2B
Competitive position
Roblox competes for users’ time with gaming companies including Take-Two, Electronic Arts, Epic Games and NetEase, as well as entertainment, social and technology companies. It also competes for creators and engineering talent with platforms including Epic Games, Unity, Meta Platforms and Valve. Those companies offer ways to create or distribute interactive content.
Roblox estimates that approximately 20% of U.S. gaming revenue from users under 18 is already on its app. Its longer-term vision is to capture 10% of the global gaming market, with a greater share in the United States. These are company estimates and goals, not independent market-share measurements.
Roblox provides free creation tools, distribution, hosting, payment support and an economy in which creators can earn money. Its users can bring friends into experiences and move between games on the platform. Creators produced over 14 million active experiences during the year ended December 31, 2025.
Our reading: The creator-and-user network is a meaningful competitive advantage because more content can draw users, while a larger audience gives creators more opportunities to earn. Our reading: Social connections and integrated infrastructure add some protection, but Roblox still competes for both attention and creators against established platforms.
| Competitor | Where they compete | Threat (our reading) |
|---|---|---|
| Take-Two | Games and users’ engagement time | Medium |
| NetEase | Games and users’ engagement time | Medium |
| Epic Games | Users, creators and engineering talent | High |
| Unity | Creators and engineering talent | Medium |
| Meta Platforms | Users, creators and engineering talent | High |
| Valve | Users, creators and engineering talent | Medium |
| Electronic Arts | Games and users’ engagement time | Medium |
Growth opportunities
Roblox’s long-term vision is to capture 10% of the global gaming market, with a greater share in the United States. It is investing in creator tools, discovery, advertising and features intended to draw more users aged 18 and over. The company also plans to increase marketing spending aimed at adults.
Roblox Build is designed to let people use AI to create playable experiences. Roblox says testing produced over 70,000 published games and that the vast majority of Build users had not previously opened Roblox Studio. It plans a broader U.S. release in December 2026 and a global rollout in 2027.
Roblox expects the first phase of Roblox Everywhere to launch in the first half of 2027, with the company curating and publishing selected titles as standalone apps. Its later vision is to let creators submit standalone apps themselves. It is also developing an AI-supported system for importing existing games and working toward disconnected solo play.
In Q3 2026, Roblox recorded nearly 34 billion hours of engagement. It says monetization headwinds continued in the quarter, particularly among younger U.S. users. Roblox expects Q4 2026 bookings to decline by 10% to 15% year over year.
- $1.9BFY2021
- $2.2BFY2022
- $2.8BFY2023
- $3.6BFY2024
- $4.9BFY2025
Structural risks
- Safety and regulation: Many users are children. Online-safety, privacy and content rules can require Roblox to change or disable features, and authorities have blocked the platform in some jurisdictions. It was reported on 29 October 2026 that Los Angeles County had sued Roblox, alleging that its platform fails to protect children.
- Profitability: Roblox has a history of net losses and may not achieve or maintain profitability. Creator payments, infrastructure, safety systems and payment processing are principal operating costs.
- Engagement and creator supply: Roblox relies on creators to produce content users want. Popular experiences can lose their appeal or be removed, and the company competes for users’ time and for creators.
- Monetization: Only a portion of users pay. Roblox says safety changes have affected and could continue to affect engagement, retention, revenue and bookings; it also reported Q3 2026 monetization headwinds among younger U.S. users.
- Infrastructure and access: Platform performance issues, changing legal requirements and restrictions in individual markets can affect availability and usage. Roblox expects higher infrastructure expense for its AI initiatives.
Bottom line
Our reading
Our reading: Roblox is a creator-powered platform whose business depends on keeping a large audience engaged and giving creators reasons to build and sell content. Its network of experiences and social connections supports that model, while converting engagement into spending remains important because most users do not pay. Safety obligations, competition and the cost of infrastructure and creator rewards are continuing exposures. (item1, item7, call_prepared)