Roblox Q2 revenue rises 36% to $1.5bn
Roblox’s second quarter showed the platform still scaling fast: revenue hit $1.5 billion for the three months ended June 30, 2026, with bookings at $1.6 billion and net losses of $185 million. Daily active users rose 10% to 123 million, and total hours engaged increased 5% to 29 billion, so the audience side of the business remains healthy.
The wrinkle is monetisation. Roblox said bookings came in a bit light because younger users in the US and Canada spent less per hour after engagement shifted away from high-monetising viral hits toward newer and evergreen experiences with lower hourly monetisation. The company also adjusted its Recommended for You system to favor highly retentive games over near-term revenue, which amplified the short-term effect.
For developers, that’s a useful reminder that platform discovery changes can move the revenue needle as much as content quality. Roblox is clearly optimizing for long-term retention and safety, not just immediate spend, and that can reshuffle which genres and game loops get surfaced. If your live ops or monetisation model depends on recommendation traffic, platform-side ranking changes are a real business risk.
The broader picture is still expansion: users over 18 saw DAUs up 32% and hours up 27%, Japan and India posted especially strong growth, and more than half of global DAUs have now completed age verification. Roblox also rolled out Roblox Kids and Roblox Select for younger players, with access to more than 30,000 games, while the top 10 experiences now account for about 20% of total hours, down from 30% three years...
“We remain focused on capturing 10% of the global gaming market.”
- what
- Roblox reported Q2 2026 revenue of $1.5 billion, up 36% year over year, with bookings of $1.6 billion and net losses of $185 million.
- who
- Roblox Corporation, led by CEO David Baszucki.
- when
- Results cover the three months ended June 30, 2026.
- impact
- Recommendation and retention changes can shift traffic toward lower-monetising games, affecting discovery-driven revenue for creators.
Strong growth, but monetisation softened after ranking changes.
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