R

Roblox

Runs a platform where users build and play games

Overview

Company Historically Provides H-1B Sponsorship

Roblox runs an online platform where people play, chat, and hang out in 3D games built by its users rather than by the company itself. In 2025, Grow a Garden, a game a teenager made on Roblox, set the record for the most people playing one video game at the same time. Creators build games with Roblox Studio, a free design tool, and players join through the free Roblox app on phones, computers, game consoles, and VR headsets. Roblox makes money by selling Robux, a virtual currency players spend on avatar items and in-game extras, and it shares part of that spending with creators, who can exchange their Robux for real money. Roblox was founded in 2004 and is based in San Mateo, California.

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About Roblox

Simplify's Rating
Why Roblox is rated
B+
Rated A on Competitive Edge
Rated A on Growth Potential
Rated C on Differentiation

Industries

Consumer SoftwareGaming

Company Size

1,001-5,000

Company Stage

IPO

Headquarters

San Mateo, CA

Founded

2004

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Simplify Jobs

Simplify's take

What believers are saying

  • Adult spending is stronger: age-checked U.S. adults spend over 50% more than minors, per Roblox's June 2026 results.
  • Hiring continues despite the slump: Roblox listed 261 open roles in October 2026, including 22 for interns and new grads.
  • Cash cushions the downturn: Roblox held $6.1 billion in cash and investments in June 2026, six times its debt.

What critics are saying

  • Spending is turning down: Roblox expects bookings, what players spend, to drop 14% to 18% in the September 2026 quarter.
  • Stock grants have lost value: Roblox fell 44% through October 8, 2026, versus 18% for GTA maker Take-Two.
  • Child safety is a standing legal risk: 10 states and Los Angeles County had sued Roblox by July 2026.

What makes Roblox unique

  • Roblox runs its computing platform: over 150,000 servers in 25 regional data centers run most of its games.
  • Its users build the games and get paid: creators earned $1.5 billion in 2025, up 63% from 2024.
  • No hit dominates: Roblox's top 10 games drew 20% of play time in mid-2026, versus 30% three years earlier.

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Funding

Total Funding

$965.6M

Above

Industry Average

Funded Over

12 Rounds

Post IPO Equity funding comparison data is currently unavailable. We're working to provide this information soon!
Post IPO Equity Funding Comparison Coming Soon

Benefits

  • Benefits and Perks - The health and well-being of our employees and their families is our top priority. We offer robust and comprehensive programs with variety to best meet your needs.
  • Well-Being Benefits - With flexible time off and a bi-annual, company-wide spring/summer recharge, Roblox knows how to balance working hard with winding down.
  • Financial Benefits - Competitive compensation packages, 401(k) matching, and flexible share incentives that let you choose how to share in our success.
  • Health and Wellness - Comprehensive medical, dental, and vision benefits, family planning resources, and 12 weeks off for all new parents.
  • Flexible Workplace - Our hybrid work schedule balances working onsite and working remotely. Enjoy daily lunch and an in-house fitness center when working from our San Mateo headquarters.

Stock Price

Growth & Insights and Company News

6 month growth

0%

1 year growth

1%

2 year growth

-1%
Yahoo Finance
Nov 8th, 2026
Roblox Q3 sales hit $1.57B, loss narrows to $227M as $580M buyback continues

Roblox reported third-quarter 2026 sales of $1.572 billion and a net loss of $227 million, or $0.32 per share. The nine-month loss stands at $656 million. The company completed a buyback of 12,589,000 shares for $580.18 million, including 4,360,000 shares bought in the quarter for about $200 million. It remains loss-making and carries negative shareholders' equity. Analysts expect revenue to grow 21.3% a year, reaching about $10.1 billion in sales and $1.2 billion in earnings by 2029. Bullish analysts model $12.0 billion in revenue and $1.4 billion in earnings, assuming 28.4% annual growth. The main risk is that rising creator payouts, safety costs, and legal friction could outpace bookings growth.

The Hype Magazine
Nov 6th, 2026
Roblox beats its own Q3 guidance as bookings fall 12% to $1.7 billion.

Roblox beats its own Q3 guidance as bookings fall 12% to $1.7 billion. 3 minutes read Roblox Q3 2026 results showed that the company beat its own guidance, even as bookings fell against one of the strongest quarters in its history. For the three months ended September 30, 2026, revenue rose 16% year over year to $1.572 billion, while bookings declined 12% to $1.697 billion. The bookings figure landed above the high end of the range Roblox had set for the quarter, $1.58 billion to $1.65 billion. Roblox attributed the year-over-year decline to comparison issues; bookings were still up more than 50% compared to the same quarter two years ago, before the extraordinary growth the platform posted in 2025. "Our Q3 financial results came in ahead of our guidance for revenue, bookings, and cash flow," said David Baszucki, Roblox's co-founder and CEO, in the company's shareholder letter. The Numbers The bottom line improved, even as the top line diverged. Roblox posted a consolidated net loss of $230 million, narrower than the $258 million loss a year earlier, for a loss of $0.32 per share. Adjusted EBITDA rose to $138 million, up from $45.7 million in the same quarter last year. Cash generation remained robust during the quarter. Operating cash flow was $395 million, and free cash flow was $364 million. Engagement The audience size decreased compared to last year's peak but increased from the previous quarter. Average daily active users reached 138 million, down 9% from 152 million a year earlier but up 12% from the second quarter. Hours engaged reached nearly 34 billion, down 15% year over year and up 17% quarter over quarter. Roblox said seasonally adjusted overall platform retention reached its highest level since 2021. Growth also skewed international, with daily active users up 37% in India and 33% in Japan. Spending per user told a tighter story. Average bookings per daily active user slipped 3% to $12.29. Average monthly unique payers fell 16% to 30.3 million, while average bookings per payer rose 5%, and the company said monetization headwinds continued, particularly among younger users in the United States. The AI Build-Out The most notable signal of the quarter was not financial. Roblox said that over the past month, more than 80% of its top 100 games, ranked by hours engaged, used AI tools to accelerate creation, and daily asset uploads to the Roblox cloud tripled month over month. Published games leveraging AI grew more than 50% quarter over quarter. Two titles created almost entirely with AI, Break and Steal an Egg and Huss Valley, broke into the platform's Top 20 ranked by concurrent players. Build, the company's prompt-to-game creation tool, has drawn more than 500,000 users in its alpha launch across New Zealand, Singapore, Serbia and Thailand, and those users have published over 70,000 games. The next platform move is already dated. Roblox Everywhere, which will publish select top titles as standalone apps in major app stores, is planned to begin rolling out in the first half of 2027. What to Watch Next The fourth quarter is where the narrative will be tested. Roblox guided fourth-quarter revenue to $1.47 billion to $1.58 billion, up 4% to 12% year over year, and bookings to $1.89 billion to $2.00 billion, down 10% to 15% from the $2.22 billion posted in the fourth quarter of 2025. The outlook assumes a normal seasonal decline in daily active users from the third quarter. The company also expects the fourth quarter to swing back on profitability measures, guiding to an adjusted EBITDA loss of $10 million to $70 million and negative free cash flow of $105 million to $190 million, with a consolidated net loss of $363 million to $423 million. Whether retention at a five-year high begins converting back into payers will determine how this quarter is remembered.

Yahoo Finance
Nov 2nd, 2026
Roblox shares plunge 18.1% as daily users fall 9% to 138M and holiday bookings outlook weakens

Roblox shares fell 18.1% on Friday, October 30, 2026, while the S&P 500 lost 1.8%. The drop followed third-quarter results that showed fewer daily users than a year earlier. The platform had 138 million daily active users, down 9% year on year. Hours spent fell 15% to 34 billion. News reports tied the decline to tougher child-safety measures. Revenue was $1.57 billion, below the $1.63 billion analysts expected. The net loss narrowed to $227 million from $256 million. Management expects holiday-quarter bookings to fall 10% to 15% from a year earlier, including a modest hit from a new GTA game. The shares closed at $42.99, down 67.9% since October 29, 2025.

TechPowerUp
Oct 31st, 2026
Over 80% of Roblox's top 100 games are ai-asissted, topping 70,000 AI games.

Over 80% of Roblox's top 100 games are ai-asissted, topping 70,000 AI games. Saturday, October 31st 2026 As usual, generative AI appears to be splitting the gaming industry in half. While Valve recently acknowledged the issue of AI-generated clones on Steam - although declined to actually do anything about it - Roblox just published a shareholder letter in which it boasts that "AI-enabled game creation, automation in code generation and AI supported asset creation are leading to an explosion of content" since it launched its AI assisted game builder tools. The letter adds that over 80% of its top 100 games by hours played in the month of September were AI assisted, while the raw number of games created with its Build generative AI platform topped 70,000 since Q2. Usage of Roblox's AI tools for game development more than tripled among top creators. It also notes that in Q3, two games "created almost entirely with AI" managed to break into the top 20 Roblox game ranking by concurrent player count. Since its alpha launch in New Zealand, Singapore, Serbia and Thailand, more than 500,000 users have used Build - and have published over 70,000 games. Roblox's Build launched in late July 2026 and allows creators to use AI to generate games and content for the Roblox platform in a mobile-first experience, and it is available to age-verified users nine years old and older, while published AI-generated games are available to users 16 and older. In a later part of the letter, Roblox notes that it is launching a Universal Player initiative, which would enable developers to import an existing console, PC, or mobile game into Roblox, "enabling us to replicate the success we've had with our under 18 users with our 18 and over cohort," implying that the generative AI tools in Roblox have been most popular with under 18s. As a platform, in Q3 2026, 26% of Roblox's daily active users were 18-34, while the under-18 cohort made up 18% of its DAUs for the quarter. In August 2026, Roblox was accused by the US Chairman of the Committee on the Judiciary Subcommittee on Crime and Counterterrorism of prioritizing "revenue and engagement metrics over the safety and well-being of our children."

Crypto Briefing
Oct 30th, 2026
Roblox shares drop 17% as weak Q4 guidance overshadows a Q3 beat.

Roblox shares drop 17% as weak Q4 guidance overshadows a Q3 beat. The gaming platform topped Wall Street estimates on revenue, earnings and bookings, but shrinking engagement and rising AI costs spooked investors Sponsored: Vera - AI-powered prediction market intelligence, built for serious analysts Explore Vera Roblox beat Wall Street's expectations for the third quarter. Investors responded by knocking roughly 17% off the stock in after-hours trading. The culprit was the outlook. The company issued fourth-quarter guidance that pointed to falling bookings, while flagging higher spending on artificial intelligence. The numbers behind the selloff. Roblox reported its Q3 2026 results on October 29. Revenue came in at $1.572 billion, a 16% increase from the same period a year earlier. Bookings totaled $1.697 billion, down 12% year over year. Revenue and bookings are related but distinct metrics: bookings reflect what players spent during the quarter, while revenue is recognized on a different schedule. It still landed above the high end of the company's own prior guidance. Net loss narrowed to $230 million, compared with $258 million a year earlier. Diluted loss per share was $0.32, better than the $0.43 consensus estimate. Fewer players, less playtime. Daily active users averaged 138 million in the quarter, down 9% from a year earlier. Hours engaged fell even harder. Users logged nearly 34 billion hours, a 15% year-over-year decline. AI, tech, and the markets they move - in one daily briefing. Daily. Free. Join 34,000+ readers across crypto, finance, and policy. A Q4 forecast that pointed the wrong way. For the fourth quarter of 2026, Roblox expects revenue between $1.47 billion and $1.58 billion, which the company frames as growth of 4% to 12% year over year. Bookings are projected between $1.89 billion and $2.00 billion. That reflects an expected decline of 10% to 15% from the prior year. The AI bet and its price tag. Management spent much of its messaging on artificial intelligence, describing the current period as a pivotal moment for AI in game creation. The company said more than 80% of its top 100 games used AI tools within the prior month. Daily asset uploads have tripled as a result. Operating expenses are rising, driven by investment in AI-related infrastructure and in trust and safety measures. Why trust and safety spending matters. Roblox hosts a young user base, and platform safety has become a central operational concern for the company. Spending in this area sits alongside the AI buildout in pushing expenses higher. What this means for Roblox and its investors. Revenue is growing, losses are shrinking and the company keeps beating its own forecasts. Yet the metrics that measure actual player activity, including users, hours and bookings, are all moving down. The Q4 revenue guidance already points to slower growth of 4% to 12%, compared with the 16% posted in Q3. The roughly 17% after-hours drop suggests the market is treating the engagement slide as a bigger signal than the earnings beat. That is a notable judgment, given that Roblox beat consensus on loss per share by more than a dime. The tripling of daily asset uploads is evidence that creators are using the AI tools. The fourth-quarter bookings figure will be the first real test. If Roblox once again lands above the top of its own range, as it did in Q3, the guidance may prove conservative. Disclosure: This article was edited by Vivian Nguyen. For more information on how Cryptobriefing create and review content, see its Editorial Policy.

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