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Roblox Q2 revenue rises 36% to $1.5bn

Roblox Q2 revenue reached $1.5 billion in the three months ended June 30, 2026, a 36% increase from the same period a year earlier. Bookings also grew, though Roblox reported that weaker monetisation per hour among younger users in the US and Canada contributed to a shortfall against its expectations.

Image credit: Roblox

Roblox Q2 revenue and financial results

The company reported the following headline figures for the second quarter:

  • Revenue: $1.5 billion, up 36% year over year.
  • Bookings: $1.6 billion, up 8% year over year.
  • Net losses: $185 million.

Revenue and bookings are related but distinct measures, so their growth rates do not need to match. Revenue reflects amounts recognized during the reporting period, while bookings provide a separate view of customer spending and activity. When comparing company results, readers should consider both measures alongside user and engagement trends.

User growth and engagement

Average daily active users (DAUs) rose 10% to 123 million. Growth was especially strong in Japan, where DAUs increased 67%, and India, where they climbed 64%. Users over 18 also contributed to expansion: their DAUs grew 32%, while their hours engaged increased 27% year over year.

Total time spent on the platform reached 29 billion hours, a 5% annual increase. The ten most-played games accounted for about 20% of those hours, compared with 30% three years earlier. This lower share indicates that engagement was spread across a broader range of experiences than it was at that earlier point.

Average bookings per DAU were $12.66, down 2% year over year. Monthly unique payers averaged 27 million, up 15%, and bookings per monthly unique payer averaged $19.25. These measures offer different perspectives: DAU-based bookings relate spending to the overall active audience, while payer-based bookings focus on users who make purchases.

Monetisation, discovery and age-based accounts

Roblox said lower hourly monetisation among younger users in the US and Canada affected the quarter. The company linked this in part to engagement shifting from viral games released in 2025, which had generated higher monetisation per hour, toward newer and established games with lower hourly monetisation.

The company also adjusted its Recommended for You algorithm to give more visibility to games that retain players, even when those experiences generate less revenue in the near term. Roblox said the change had a greater short-term impact on younger users than anticipated. For readers assessing the results, this helps explain why increased engagement and bookings did not translate into the expected monetisation levels.

More than half of global DAUs had completed age verification by the end of the quarter. The figure exceeded 70% in both the US and Australia. Roblox also introduced Roblox Kids for ages five to eight and Roblox Select for ages nine to 15. Together, these account options provided access to more than 30,000 games, 50% more than at launch.

Company outlook

Roblox attributed additional new sign-ups to normal seasonal patterns and the platform’s reinstatement in Russia following a ban in December 2025. CEO David Baszucki said the company remained focused on reaching 10% of the global gaming market, noting its estimate that nearly 4% of global gaming revenue currently runs through Roblox. He also pointed to growth in users and hours during Q2.

Overall, Roblox Q2 revenue increased sharply, while bookings, users and total engagement also advanced. The company’s reported shortfall highlights the importance of monetisation per hour as well as audience growth. Tracking revenue, bookings, payer activity and engagement together gives a fuller picture of the platform’s performance.

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