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Roblox posts $1.572 billion quarterly revenue as bookings fall 12 percent

Bookings of $1.697 billion still topped the high end of the company's own guidance.

https://quarterstack.online/industry-business/roblox-q3-2026-earnings-revenue-bookings/

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Roblox posted $1.572 billion in third-quarter 2026 revenue on October 29, 2026, up 16 percent year over year for the period ended September 30, 2026.{

Bookings fell 12 percent to $1.697 billion against a strong prior-year period. The result exceeded the top of Roblox’s guided range and rose more than 50 percent on a two-year basis. Roblox counted 138 million daily active users, down 9 percent from a year earlier and 12 percent above the prior quarter, while hours engaged came to almost 34 billion, a 15 percent decline from last year and a 17 percent rise from the second quarter. Roblox attributed the year-over-year decline to unusually strong growth in 2025 rather than current weakness, and on a two-year basis daily active users rose 55 percent and hours engaged rose 63 percent.

Bar chart, Roblox year-over-year daily active user growth by country, Q3 2026. France: 12%; Germany: 13%; Japan: 33%; India: 37%; Saudi Arabia: 30%.

Average monthly unique payers fell 16 percent to 30 million, while average bookings per daily active user slipped 3 percent to $12.29. Average bookings per payer rose 5 percent. Bookings per hour grew about 4 percent globally and 2 percent in the United States and Canada.

Roblox guided fourth-quarter 2026 revenue of $1.47 billion to $1.58 billion, representing 4 to 12 percent year-over-year growth, and bookings of $1.89 billion to $2.0 billion, a decline of 10 to 15 percent. Fourth-quarter guidance sets a consolidated net loss of $363 million to $423 million. Adjusted EBITDA falls between negative $70 million and negative $10 million, operating cash flow runs from $190 million to $275 million, and capital expenditures total $380 million.

Among age-checked users worldwide, those 18 and over made up 29 percent, while the U.S. share reached 37 percent. Both numbers rose from the second quarter of 2026, when the figures stood at 27 percent globally and 33 percent in the United States. Roblox called the group its fastest-growing cohort. At quarter’s end, 64 percent of global daily active users had finished an age check, with penetration reaching 80 percent in Australia and 75 percent in both the United States and the United Kingdom.

AI tools helped create more than 80 percent of the top 100 games ranked by hours engaged, and 97 percent of creators who regularly use AI said it sped up development. Published games using AI grew more than 50 percent quarter over quarter, including Break and Steal an Egg and Huss Valley entering the top 20 by concurrent players. Build, a prompt-to-game creation tool in alpha in New Zealand, Singapore, Serbia, and Thailand, has been used by more than 500,000 users to publish over 70,000 games.{

David Baszucki said AI is reshaping the gaming industry fundamentally and called Roblox a platform where creators can create any game once and run it anywhere on any device at massive scale. The consolidated net loss narrowed to $230 million from $258 million in the third quarter of 2025, while net loss per share fell to $0.32 from $0.37 a year earlier.

Under Roblox Everywhere, creators will be able to self-publish standalone Roblox games to the app store of their choice, with a first phase publishing select top games expected in the first half of 2027. Roblox said revenue should keep rising even as bookings fall, since most bookings become revenue across the estimated average 27-month lifetime of a paying user. The initiative is part of Roblox’s push to capture the over-18 audience and expand distribution beyond its own app.

Infrastructure and trust and safety spending rose 24 percent to $258 million, with the company tying the increase to AI-related investments such as training and inference costs. Cash, cash equivalents, and investments reached $6.2 billion as of September 30, 2026, up $1.0 billion from a year earlier. During the quarter, Roblox bought back 4.4 million shares for about $200 million. The current share repurchase authorization had about $2.4 billion left as of September 30, 2026, and fully diluted shares totaled 755 million, up 2 percent from a year earlier.{

Adjusted EBITDA leaves out $49 million in legal settlement expenses. Those expenses tie to settlements and negotiations with certain states and territories over youth-related consumer protection and digital safety matters.

Year-over-year daily active user growth reached 12 percent in France, 13 percent in Germany, 33 percent in Japan, 37 percent in India, and 30 percent in Saudi Arabia. Chat and voice use rose 24 percent from the prior quarter. Daily in-game chat messages averaged 1.6 billion. Roblox also said roughly 20 percent of the U.S. under-18 gaming market runs through its platform and about 30 percent of U.S. 13-to-17-year-olds use it daily.

More than 70 percent of the top 100 games ranked by Robux spent ran Sponsored Ads in the quarter, and Roblox plans to launch skippable pre-roll video ads. A Newzoo finding put spending by Roblox’s older audience at 80 percent over the past six months, against 59 percent for non-players. Roblox cited the finding while arguing that growing its over-18 audience should improve overall monetization.{

Roblox shares fell more than 16 percent in after-hours trading, according to Bloomberg. The decline followed results that beat revenue estimates but featured falling bookings and softer engagement metrics.

Bleecker Street Research took a short position in Roblox on October 27. It said it purchased 100 age-verified child accounts from third-party marketplaces for $190.91 because it believes Roblox’s age-verification system can be easily circumvented.{

Los Angeles County has sued Roblox, alleging the platform fails to protect children. Child safety remains a broader concern for the company alongside the financial results.

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