Roblox Corporation Statistics

Roblox Corporation Statistics 2026: Revenue, Daily Active Users, Bookings and Stock Performance

Roblox Corporation Statistics 2026: Revenue, Daily Active Users, Bookings And Stock Performance
Roblox generated $4.891 billion in revenue in full-year 2025 — a 35.77% increase year-over-year — while Q1 2026 added another $1.442 billion (+39.3% YoY), making Roblox one of the fastest-growing publicly traded gaming companies at its scale. This article is the most comprehensive sourced breakdown of Roblox’s 2026 statistics covering revenue, bookings, daily active users, engagement hours, demographics, creator payouts, regional data, and stock performance through May 2026. Users on r/investing and r/Roblox repeatedly ask “why is Roblox stock falling if revenue is growing so fast?” — this article is the first sourced answer with the full picture.

Key Takeaways: Roblox 2026 Statistics

  • Revenue$4.891B FY2025 revenue (+35.77% YoY) — Q1 2026 added $1.442B (+39.3% YoY); trailing-twelve-month revenue through March 2026 is $5.297B. [Roblox SEC 8-K Q4 2025, Q1 2026]
  • Bookings$6.812B in FY2025 bookings (+55% YoY) — Q1 2026 bookings reached $1.731B (+43% YoY). Full-year 2026 guidance revised to $7.33–$7.6B (+8–12%). [Roblox Q1 2026 Shareholder Letter]
  • DAU144M DAUs at Q4 2025 peak (+69% YoY) — Q1 2026 settled at 132M (+35% YoY). Management expects a sequential decline in Q2 2026 before recovery in Q3. [SEC 8-K Q1 2026]
  • Engagement124 billion hours on-platform in 2025 — Q1 2026 alone logged 31 billion hours (+43% YoY), outpacing user count growth and signaling deepening per-user engagement. [Roblox 10-K 2025]
  • Creators$1.503B paid to creators via DevEx in 2025 — top 1,000 creators averaged $1.3M each (+50%+ YoY); top 10 earn ~$38.5M/year. [Roblox Developer Conference 2025]
  • Demographics44% of users are over 17 — among age-checked users: 35% under 13, 38% aged 13–17, 27% aged 18+. Over-18 users monetize 50%+ higher than under-18 in the U.S. [Roblox Q1 2026 Letter]
  • StockRBLX stock at ~$48 (May 22, 2026) — down 68% from 52-week high of $150.59 set July 31, 2025. The paradox: revenue grew 39% in Q1 2026 as stock lost 41% YTD. $3B buyback authorized May 19, 2026. [NYSE/Macrotrends]
  • GuidanceFY2026 full-year revenue guidance: $5.865B–$6.135B — representing 20–25% growth; bookings guide cut to $7.33B–$7.6B after safety-initiative headwinds slowed sign-ups. [Q1 2026 Earnings Call]

1. Roblox Revenue 2019–2026: How Fast Is It Actually Growing?

Roblox reported $4.891 billion in GAAP revenue for full-year 2025, a 35.77% jump from $3.602 billion in 2024. In Q1 2026 alone, revenue hit $1.442 billion, up 39.3% year-over-year — the company’s single best revenue quarter to date on a YoY growth basis.

The revenue recognition model is important: Roblox defers the Robux spending (bookings) and recognizes it over the estimated average lifetime of a paying user (currently 27 months). This means bookings always lead revenue. FY2025 bookings were $6.812 billion — $1.92 billion more than GAAP revenue — which represents future revenue already “banked.”

$4.89B
FY2025 Revenue
↑ +35.8% YoY
$1.44B
Q1 2026 Revenue
↑ +39.3% YoY
$5.30B
TTM Revenue (Mar 2026)
↑ Trailing 12-month
$6.0–6.1B
FY2026 Guidance
(20–25% growth)
Roblox Annual Revenue 2019–2025
GAAP Revenue in USD billions — source: Roblox SEC filings
2019
$0.51B
2020
$0.92B
2021
$1.92B
2022
$2.23B
2023
$2.79B
2024
$3.60B
2025
$4.89B

Source: Roblox Corporation Annual SEC Filings (Form 8-K, 10-K) 2019–2025 · Data confidence: HIGH — primary SEC filings

What this means for you: Roblox grew revenue 9.6× from 2019 to 2025 — from $508M to $4.89B. The 2021 pandemic spike (to $1.92B) was followed by a slower 2022–2023 period, but growth re-accelerated sharply in 2024–2025 driven by new older-user monetization, international expansion, and viral games like Steal a Brainrot and Grow a Garden.

2. Roblox Bookings 2024–2026: The Real Forward Indicator

Roblox’s bookings reached $6.812 billion in FY2025 — a 55% year-over-year increase and $1.92B above GAAP revenue for the year. Q4 2025 alone produced $2.22 billion in bookings, up 63% from Q4 2024, which would have been a record stand-alone annual total just four years ago.

In Q1 2026, bookings came in at $1.731 billion (+43% YoY) despite the Russia platform ban (effective December 2025) and the global age-check rollout. Average bookings per DAU (ABPDAU) reached $12.86 in FY2025 (up 7% YoY) and $15.38 in Q4 2025 — the highest on record at that point.

Period Revenue Bookings Bookings Growth YoY Deferred (Gap)
FY2023$2.79B$3.50B$0.71B
FY2024$3.60B$4.37B+24%$0.77B
Q3 2025$1.03B$1.36B+49%$0.33B
Q4 2025$1.42B$2.22B+63%$0.80B
FY2025$4.89B$6.81B+55%$1.92B
Q1 2026$1.44B$1.73B+43%$0.29B
FY2026 Guidance$5.87–6.14B$7.33–7.60B+8–12%

Source: Roblox Corporation SEC Form 8-K filings Q3 2025, Q4 2025, Q1 2026 · Confidence: HIGH

⚠ Why Bookings Growth Will Decelerate in 2026

FY2026 full-year bookings guidance is $7.33B–$7.60B (+8–12% YoY), a sharp slowdown from FY2025’s +55%. Management attributed this to: (1) the global age-check rollout in January 2026 reducing top-of-funnel sign-ups, (2) the Russia platform ban removing a large user segment, and (3) discovery algorithm changes that temporarily reduce bookings while improving long-term retention metrics.

What this means for you: The deferred revenue balance acts as a financial cushion. Every booking made in 2025 that hasn’t been recognized yet will flow through GAAP revenue in 2026 and 2027 — this is why revenue guidance ($5.87–6.14B) remains 20–25% growth even as bookings slow to 8–12%.

3. Roblox Daily Active Users 2025–2026: Peak, Decline, and What’s Next

Roblox’s daily active users peaked at 151.5 million in Q3 2025, driven by summer school holidays globally and the viral success of “Steal a Brainrot.” The platform averaged 126.5 million DAUs across all four quarters of 2025 — up from 82.9 million annual average in 2024.

Q4 2025 DAUs settled at 144 million (+69% YoY) — the single largest year-over-year percentage gain in the platform’s history. Q1 2026 came in at 132 million (+35% YoY), with management guiding for a sequential decline in Q2 2026 before a recovery in Q3.

Roblox Quarterly DAU (Daily Active Users)
In millions — Q1 2024 through Q1 2026 · Source: Roblox SEC filings
Q1 2024: 77.7M, Q2 2024: 79.5M, Q3 2024: 88.9M, Q4 2024: 85.3M, Q1 2025: 77.7M, Q2 2025: 111.8M, Q3 2025: 151.5M, Q4 2025: 144M, Q1 2026: 132M
2024 2025 2026

Confidence: HIGH — primary SEC quarterly filings

Quarter DAU (millions) YoY Change Key Driver
Q1 202477.7M+17%Baseline growth
Q2 202479.5M+16%Steady organic
Q3 202488.9M+27%Summer peak
Q4 202485.3M+19%Holiday season
Q1 202597.8M+26%Accelerating
Q2 2025111.8M+41%Viral content surge
Q3 2025151.5M 🔺+70%Steal a Brainrot; summer
Q4 2025144.0M+69%Grow a Garden; holidays
Q1 2026132.0M+35%Age-check headwinds
Q2 2026 (guidance)sequential decline< Q1Safety rollout impact

On a monthly basis, Roblox has 381.8 million monthly active users globally as of early 2026. The platform has surpassed 1.5 billion registered accounts globally by end-2025 and hosts over 44 million games and experiences (7 million active as of Q3 2025).

What this means for you: The Q1→Q2 2026 sequential DAU decline is management-guided and deliberate — the age-check rollout reduced chat access for many users, hurting top-of-funnel sign-ups while improving retention and safety metrics. Management is betting that long-term safety infrastructure outweighs the short-term traffic loss.

4. Who Plays Roblox in 2026? The Age Shift That Changes Everything

Roblox is undergoing its most significant demographic shift since launch. Following mandatory age verification for chat access in January 2026, Roblox confirmed that among age-checked users: 35% are under 13, 38% are 13–17, and 27% are 18 or older. Separately, TakeAway Reality data shows 44% of the total user base is over 17 — meaning adults now represent nearly half of all users.

Age-Checked User Split (Q1 2026)

Under 13
35%
13 – 17
38%
18+
27%

Source: Roblox Q1 2026 Shareholder Letter (age-checked users only) · MEDIUM confidence (only applies to users who completed age check; 45% of 144M Q4 DAU completed check)

Why the 18+ Shift Matters for Revenue

In the U.S., over-18 users monetize 50%+ higher than under-18 users.

The 18–34 cohort grew over 50% YoY — the fastest of any age group on the platform.

DevEx rate for novel-game creators is rising to 37.8% (from 26.6%) effective June 8, 2026 — specifically to attract more adult-targeted content.

Demographic Share Notes Confidence
Male users52%Slight male majority by self-reportMEDIUM
Female users39%Up from 44% in prior reportsMEDIUM
Unknown/undisclosed9%Accounts without gender setMEDIUM
Under 1656%Majority still under 16 (Backlinko, 2026)MEDIUM
Over 2519%Growing fastest segment post-2024MEDIUM
Mobile usage share72%Primary device; PC 25%, Console 3%HIGH

What this means for you: Roblox is no longer correctly described as a “children’s game.” With 44% of users over 17 and the 18+ segment spending the most per head, the platform’s revenue trajectory increasingly depends on its success in attracting and retaining adult users — not just children.

5. Regional Revenue and Monetization: Where Roblox Is Growing Fastest

Roblox operates in four geographic reporting segments. In Q1 2026, the U.S. & Canada contributed $838 million — the largest absolute revenue segment — but international markets dominated on growth rates. The Rest of World region grew 64% YoY, APAC grew 55%, and Europe grew 52%.

U.S. & Canada
$38.93
ABPDAU · Q1 2026
28% DAU share
Europe
$14.33
ABPDAU · Q1 2026
+45% ABPDAU YoY
APAC
$5.47
ABPDAU · Q1 2026
29.5% DAU share
Rest of World
$5.12
ABPDAU · Q1 2026
+64% Rev YoY

The monetization gap between geographies is stark. A U.S. & Canada user generates $38.93 in average bookings per DAU — roughly 7.6× more than an APAC user ($5.47) and 2.7× more than a European user. Brazil’s DAU count grew 181% between Q4 2023 and Q4 2025; Japan and Indonesia are cited as high-growth markets in management commentary. APAC is simultaneously Roblox’s largest DAU region (29.5% share) and its lowest monetization region — the long-run opportunity there is massive.

Russia Ban Impact (December 2025)

Roblox banned from operating in Russia effective December 2025 — this removed a material user segment and is cited as a headwind for Q1 2026 and FY2026 DAU guidance. Management did not disclose Russia’s exact DAU share but noted it contributed meaningfully to Rest-of-World metrics in prior periods.

What this means for you: International markets are Roblox’s DAU volume engine; U.S. & Canada remains the monetization core. As APAC and European users gain spending power — and as Roblox improves localized payment options — ABPDAU convergence between regions could represent hundreds of millions in incremental bookings annually.

6. Roblox Creator Economy Statistics 2025–2026: $1.5 Billion Paid Out

Roblox’s creator economy crossed a milestone in 2025: $1.503 billion paid to creators via the Developer Exchange (DevEx) program — the first time payouts crossed $1.5B in a single year, up from $922.8M in 2024 (+63% YoY). In Q4 2025 alone, DevEx payouts hit $477 million, up 70% YoY, partly reflecting an 8.5% DevEx rate increase implemented in September 2025.

Creator Tier Avg Annual Earnings (2025) YoY Change Notes
Top 10 creators~$38.5M+100%+ vs 5 yrs agoRoblox Dev Conference 2025
Top 100 creators~$7MStrong growthDev Conference data
Top 1,000 creators$1.3M+50%+ YoYConfirmed: SQ Magazine / SEC
Top 500 creators>$200KGrowingPlatform payout data
All registered DevExMedian ~$1,440Low for medianLong-tail skew

As of December 31, 2025, over 35,500 creators were registered in the DevEx program, and more than 23,500 received fiat currency payouts. Starting June 8, 2026, Roblox is raising the DevEx rate to 37.8% for creators of “novel” games targeting age-checked over-18 U.S. users — a direct incentive to bring more adult-oriented content to the platform.

What this means for you: Creator payout economics are highly skewed — the top 1,000 earn transformative income while the median creator earns under $2,000/year. The new 37.8% DevEx rate for adult-targeted games could shift this calculus for mid-tier creators who build content for the 18+ market.

7. RBLX Stock Performance 2025–2026: The Revenue-Stock Paradox

RBLX stock hit an all-time high closing price of $141.56 on September 29, 2025 (intraday high: $150.59 on July 31, 2025), driven by the viral DAU surge and explosive Q2 2025 bookings. By May 22, 2026, the stock closed at $48.16 — a 66% decline from the all-time closing high in under eight months.

Current Price
$48.16
NYSE close May 22, 2026
52-Week High
$150.59
July 31, 2025
52-Week Low
$40.15
Early May 2026
YTD Return
−41%
As of May 2026
Market Cap
~$30B
As of May 2026
RBLX Stock Price Timeline: Key Events
NYSE closing prices — approximate monthly data with event annotations
Approximate stock prices: Jan 2025 $57, Mar 2025 $72, May 2025 $82, Jul 2025 $150, Sep 2025 $141, Nov 2025 $90, Jan 2026 $82, Mar 2026 $60, Apr 30 2026 $42, May 2026 $48
RBLX closing price

Source: Macrotrends, Yahoo Finance, NYSE · Confidence: HIGH — exchange data

Why Did RBLX Stock Fall 66% While Revenue Grew 39%?

The disconnect is explained by three compounding factors:

Factor Impact Severity
Guidance cut (Apr 30 2026) Q1 earnings report slashed FY2026 bookings growth guidance from ~22–26% to 8–12%. Stock fell ~15% in after-hours on guidance alone. HIGH
Safety/age-check headwinds Age-check rollout reduced top-of-funnel DAU growth. Market feared sustained user acquisition slowdown. HIGH
Ongoing net losses FY2025 net loss: $1.071B. Q1 2026 net loss: not yet fully disclosed. EBITDA margin: −20.6%. Still not GAAP profitable. MEDIUM
Valuation mean-reversion Stock at $150 implied ~30× forward revenue — historically unsustainable for a company with >$1B annual losses. MEDIUM
Russia ban Effective Dec 2025 — removed users and future growth in one geographic market. LOW–MEDIUM

Analyst Ratings and Price Targets (May 2026)

Analyst / Firm Rating Price Target Change
Consensus (35 analysts)Buy$64.81+34.6% upside from $48
Piper SandlerOverweight$100Maintained post-Q1
MacquarieOutperform$80Lowered from $140
Roth CapitalBuy$65Lowered from $84
DA DavidsonNeutral$45Lowered from $47.50

$3 Billion Share Buyback Program (May 19, 2026)

On May 19, 2026, Roblox’s board authorized an inaugural share repurchase program of up to $3 billion of Class A common stock, with an intent to buy back up to $1 billion in the next 12 months. This is Roblox’s first buyback since its March 2021 direct listing. Following the announcement, shares rose over 4% in after-hours trading to $46.99.

CFO Naveen Chopra framed the buyback as “a testament to our confidence in the long-term opportunity” and noted the company holds more cash than debt. The $3B authorization represents approximately 9% of Roblox’s current market capitalization (~$30.8B as of May 2026).

What this means for you: The stock’s decline is a valuation correction, not a business deterioration. Revenue and bookings are growing strongly. The issue is that the stock was priced for perfection at $150, and the guidance cut on April 30, 2026 removed the “perfection” premium. The buyback signals management believes the stock is undervalued at current levels.

8. Roblox Free Cash Flow and Profitability: The GAAP vs. Cash Story

Roblox runs a paradox: GAAP net losses of over $1 billion annually, yet strong and growing free cash flow. Understanding this requires separating GAAP recognition (which defers bookings) from actual cash generation.

$641M
FY2024 Free Cash Flow
+417% YoY
$596M
Q1 2026 Free Cash Flow
+40% YoY
−$1.07B
FY2025 Net Loss
GAAP (13.9% worse YoY)
$4.74B
Cash & Investments
(end FY2025)

In Q1 2026, free cash flow reached $596 million on revenue of $1.44 billion — a 41.3% free cash flow margin on GAAP revenue. Full-year 2026 FCF guidance is $1.05–$1.275 billion. The company generates this cash because it collects Robux upfront but recognizes the revenue slowly — so operating cash flow is structurally higher than GAAP earnings.

The FY2025 GAAP net loss was $1.071 billion (net loss per share: −$1.54). GAAP losses are widening partly because Developer Exchange fees grew 63% YoY (from $922.8M to $1.503B) — paid out in cash, but the corresponding bookings are recognized over time in GAAP revenue.

What this means for you: Roblox is not in financial distress. It holds $4.74B in cash and investments against net debt. The business is self-funding and generating increasing free cash flow. The GAAP losses are a mechanical result of the deferred recognition model — not evidence of a cash-burning enterprise in the traditional sense.

9. What the Data Honestly Does and Doesn’t Tell Us

This is the section most financial articles omit. Here is an explicit data-transparency breakdown:

Claim Type Evidence Quality What’s Missing Confidence
Revenue and bookings figures (FY2025, Q1 2026) Primary: SEC Form 8-K, audited annual filings Nothing — fully sourced HIGH
DAU quarterly figures (Q1 2024 – Q1 2026) Primary: Roblox SEC quarterly letters Nothing — fully sourced HIGH
Age demographics (35/38/27 split) Roblox Q1 2026 Shareholder Letter — age-checked users only Only 45% of DAU had completed age checks at time of disclosure — non-checked users’ ages are unknown MEDIUM
Gender distribution Backlinko 2026, TakeAway Reality 2026 — estimated from third-party tracking No primary Roblox disclosure on gender; all third-party estimates LOW–MEDIUM
Creator earnings (top tiers) Roblox Developer Conference 2025 data Conference data covers June 2024–July 2025 period, not full-year 2025 MEDIUM
Total DevEx payouts ($1.503B in 2025) Primary: Roblox FY2025 income statement (SEC 8-K) Nothing — fully sourced line item HIGH
Stock price and market cap NYSE/Macrotrends exchange data Prices quoted as of specific dates; current price may differ HIGH
FY2026 guidance Roblox Q1 2026 Earnings Call and Shareholder Letter Subject to revision at Q2 2026 earnings (expected Aug 12, 2026) MEDIUM

10. Frequently Asked Questions (From Real Reddit Threads)

How much revenue did Roblox make in 2025?
Roblox generated $4.891 billion in GAAP revenue in full-year 2025, up 35.77% from $3.602 billion in 2024. Q4 2025 alone produced $1.415 billion in revenue. Bookings (the forward-looking metric) were $6.812 billion — $1.92B more than revenue, representing future revenue already collected but not yet recognized. [Source: Roblox SEC 8-K FY2025]
How many people play Roblox daily in 2026?
As of Q1 2026, Roblox averaged 132 million daily active users (DAUs), up 35% year-over-year from 97.8 million in Q1 2025. The all-time peak was 151.5 million DAUs in Q3 2025. Monthly active users stand at 381.8 million globally as of early 2026. Management guided for a sequential DAU decline in Q2 2026 before a return to growth in Q3. [Source: Roblox Q1 2026 SEC 8-K]
What are Roblox bookings vs revenue — what’s the difference?
Bookings represent Robux purchased by players at the point of sale — this is real cash collected. Revenue is the portion of bookings recognized under GAAP accounting, spread over the estimated 27-month average lifetime of a paying user. Bookings always lead revenue by roughly 1–2 years. In FY2025, bookings were $6.81B versus GAAP revenue of $4.89B — the $1.92B difference represents future revenue Roblox has already collected in cash. [Source: Roblox 10-K 2025]
Why is RBLX stock down so much in 2026?
Three main reasons: First, on April 30, 2026, Roblox cut its FY2026 bookings growth guidance from approximately 22–26% to 8–12%, triggering an immediate sell-off. Second, the global age-check rollout in January 2026 hurt top-of-funnel user acquisition, raising concerns about long-term DAU growth. Third, the stock had been trading at extremely high forward multiples near $150 — the guidance cut removed the “perfection premium.” Underlying revenue grew 39% YoY in Q1 2026. [Sources: Roblox Q1 2026 Earnings Call, NYSE]
Is Roblox still mostly for kids in 2026?
No — this is outdated. Among age-verified users as of Q1 2026, 27% are 18 or older, 38% are 13–17, and only 35% are under 13. Separately, TakeAway Reality data shows 44% of the total user base is over 17. The 18–34 cohort grew 50%+ year-over-year. Over-18 U.S. users monetize 50%+ higher than under-18 users, making the adult segment the company’s biggest revenue growth lever. [Sources: Roblox Q1 2026 Shareholder Letter, TakeAway Reality]
How much do Roblox creators earn in 2025?
Total creator payouts via DevEx reached $1.503 billion in 2025. Top 10 creators averaged ~$38.5 million annually; top 1,000 averaged $1.3 million each (+50%+ YoY). The top 500 each earned over $200,000. However, median earnings across all 35,500+ registered DevEx creators were approximately $1,440/year — the earnings are extremely skewed toward top creators. [Source: Roblox Developer Conference 2025, Roblox FY2025 10-K]
What is Roblox’s free cash flow in 2026?
In Q1 2026, Roblox generated $596 million in free cash flow (+40% YoY) — a 41.3% FCF margin on GAAP revenue. Full-year 2026 FCF guidance is $1.05–$1.275 billion. Despite GAAP net losses exceeding $1 billion annually, Roblox is strongly cash-positive because it collects Robux upfront and defers recognition. [Source: Roblox Q1 2026 SEC 8-K]
What is Roblox’s 2026 revenue and bookings guidance?
Updated after Q1 2026 earnings (April 30, 2026): Full-year 2026 revenue guidance is $5.865B–$6.135B (+20–25% growth). Bookings guidance is $7.33B–$7.60B (+8–12% growth). Operating cash flow is expected to be $1.6B–$1.7B; free cash flow $1.05B–$1.275B. These figures were revised down from prior guidance due to age-check headwinds and the Russia ban. [Source: Roblox Q1 2026 Shareholder Letter]
Does Roblox pay a dividend?
No. Roblox does not pay any dividend to shareholders. The company is still GAAP net loss-negative ($1.07B loss in FY2025) and prioritizes reinvestment in product, infrastructure, and creator incentives. On May 19, 2026, Roblox announced its first-ever share repurchase program ($3B authorized, $1B in next 12 months) — this is the primary mechanism for returning capital to shareholders at this stage. [Source: Roblox SEC 8-K May 2026]
What is Roblox’s long-term revenue target?
Roblox has publicly stated a long-term target of capturing 10% of the global gaming content market. The company currently holds approximately 3.4% of global gaming industry revenue. CEO David Baszucki has said this goal requires sustained growth in older user segments, international markets, advertising, and next-generation “Roblox Reality” photorealistic experiences. [Source: Roblox Q1 2026 Shareholder Letter]

11. Methodology and Data Transparency

All primary data in this article is sourced from Roblox Corporation’s SEC filings and official investor communications. Secondary sources (Backlinko, TakeAway Reality, SQ Magazine, Statista) are used only for demographic estimates where primary data is unavailable, and are labeled with confidence ratings accordingly.

Data Category Primary Source Date Confidence
FY2025 Revenue, Bookings, Net LossRoblox Form 8-K (Q4/FY2025 Earnings)Feb 2026HIGH
Q1 2026 Revenue, Bookings, DAU, FCFRoblox Form 8-K (Q1 2026 Earnings)Apr 30, 2026HIGH
FY2026 guidance (updated)Roblox Q1 2026 Shareholder Letter (SEC)Apr 30, 2026HIGH
Developer Exchange payoutsRoblox FY2025 10-K income statementFeb 2026HIGH
Age demographics (35/38/27)Roblox Q1 2026 Shareholder LetterApr 30, 2026MEDIUM
Regional ABPDAU (Q1 2026)Roblox Q1 2026 Investor Slides (Investing.com)Apr 30, 2026HIGH
RBLX stock price dataMacrotrends.net, Yahoo Finance NYSE dataMay 22, 2026HIGH
Analyst price targetsStockAnalysis.com, TipRanks, public notesMay 2026MEDIUM
Gender/age estimates (broader)Backlinko (March 2026), TakeAway Reality (Jan 2026)Q1 2026LOW–MEDIUM
Top creator earnings (Dev Conference)Roblox Developer Conference 2025 dataOct 2025MEDIUM

Data timestamp: All statistics are accurate as of May 25, 2026. Roblox’s next earnings release (Q2 2026) is expected August 12, 2026, at which point DAU, revenue, and bookings figures will be updated. Q1 2026 data is the most recent quarter available.

Not investment advice: This article presents facts and statistics for informational purposes only. Nothing herein constitutes financial or investment advice.

AbiGAil Says

Abi has been writing about gaming, sports, puzzles, and UK entertainment since 2019. She covers everything from game reviews and festival previews to your daily Wordle hints — always from a British perspective.

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