Roblox Q2 revenue rises 36% to $1.5bn
Roblox has announced its second-quarter financial results for 2026. Revenue reached $1.5bn, marking a 36% year-on-year increase, even though net bookings grew by only 8%.
While revenue climbed due to increased user engagement and hours played, the firm highlighted a shortfall in monetization among younger users in the US and Canada. This shift was driven by a move away from high-monetisation viral games from 2025 toward new and evergreen titles with lower hourly earnings.
To address this, Roblox adjusted its Recommended for You algorithm to prioritize retention over short-term monetisation. The change had a larger-than-expected impact on younger users. Average bookings per DAU fell to $12.66, a 2% decline, while monthly unique payers (MUPs) rose by 15% to 27 million.
Average daily active users (DAUs) increased by 10% year-over-year to 123 million, with notable growth in Japan (67%) and India (64%). Among users over 18, DAUs rose by 32% and hours by 27%. Total engagement hours for the quarter reached 29 billion.
A significant milestone was the rollout of age verification: more than half of global DAUs completed it, with over 70% in the US and Australia. New age-based accounts were launched: Roblox Kids (ages 5–8) and Roblox Select (ages 9–15), offering access to over 30,000 games.
David Baszucki, CEO of Roblox, stated the company remains focused on capturing 10% of the global gaming market and increasing its share in the US. He emphasized that the platform is uniquely positioned with a vertically integrated structure, a capable game engine, and robust safety measures.