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    Home»Mobile»Games»Roblox Statistics 2026: Revenue, Engagement, and Growth Trends

    Roblox Statistics 2026: Revenue, Engagement, and Growth Trends

    SupriyaBy SupriyaMarch 16, 202620 Mins ReadNo Comments Games
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    Roblox Statistics
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    Roblox entered the year with a much larger global audience than it had a year earlier, although growth normalized after several viral games drove exceptional traffic. The platform now supports gaming, social interaction, virtual commerce and user-generated creation at substantial scale. Brands can use Roblox for interactive product experiences, while game studios and independent developers can build and monetize games for a global audience. The statistics below show how Roblox’s user base, activity and demographics are changing.

    Editor’s Choice

    • Roblox averaged 132 million DAUs in Q1 2026, up 35% from the corresponding quarter of 2025.
    • Engagement reached 31 billion hours in Q1 2026, increasing 43% year over year.
    • Q2 2026 revenue increased 36% year over year to roughly $1.5 billion, despite slower bookings growth during the quarter.
    • Approximately 1.9 million users made a payment on an average day during Q1 2026.
    • Full-year 2025 revenue reached $4.9 billion, a 36% increase from 2024.
    • Full-year bookings climbed 55% to $6.8 billion in 2025, outpacing revenue growth.
    • Roblox finished Q4 2025 with 144 million average DAUs, 69% above the level reported one year earlier.

    Recent Developments

    • Roblox completed the global rollout of mandatory age checks for chat in January 2026, extending the requirement to regions where chat operates.
    • By Jan. 31, 2026, about 45% of global DAUs had completed an age check, giving Roblox a sizable verified sample for its new demographic reporting.
    • In the three early age-check markets, adoption had reached approximately 60% of DAUs by the end of January.
    • Roblox Kids and Roblox Select became available worldwide on June 16, 2026, introducing age-based account experiences for users under 16.
    • Before the global launch, the new account system received a limited rollout across four markets: Australia, Indonesia, the Netherlands and New Zealand.
    • By Q2 2026, creators were generating more than 60,000 3D assets per day using the platform’s newer creation technology.
    • Nearly 1,400 games were using Cube-generated content each day during Q2 2026, indicating early adoption of AI-assisted asset creation.
    • Roblox returned to availability in Russia during June 2026. Even with the reinstatement late in the quarter, the earlier restriction represented roughly a 3-percentage-point headwind to Q2 year-over-year DAU and engagement growth.

    Roblox User Growth

    • Roblox recorded 97.8 million daily active users (DAUs) in Q1 2025, the lowest level shown during the five-quarter period.
    • Daily active users increased to 111.8 million in Q2 2025, representing growth of roughly 14.3% quarter over quarter.
    • Roblox reached a period high of 151.5 million DAUs in Q3 2025, an increase of approximately 35.5% from the previous quarter.
    • In Q4 2025, daily active users declined to 144 million, down about 5% from the Q3 2025 peak.
    • Roblox reported 132 million DAUs in Q1 2026, marking an 8.3% quarter-over-quarter decline, but remaining significantly above early-2025 levels.
    • Comparing Q1 2025 with Q1 2026, Roblox added 34.2 million daily active users, equivalent to approximately 35% year-over-year growth.
    Roblox Global Daily Active Users Q1 2025 Q1 2026

    Roblox User Statistics

    • Roblox reported approximately 1.6 million average daily unique paying users during Q2 2026.
    • Average daily bookings worked out to about $0.14 per DAU in Q2 2026.
    • Average daily bookings among users who actually paid reached $10.42 per daily unique payer during Q2 2026.
    • About 82% of Roblox DAUs came from outside the U.S. and Canada during full-year 2025, confirming that most usage now originates internationally.
    • Those international markets generated approximately 39% of 2025 revenue, showing a large gap between their share of users and their share of monetization.
    • In Q2 2026, the U.S. and Canada accounted for roughly 22 million DAUs, based on regional operating data.
    • Europe contributed approximately 26 million DAUs in Q2 2026.
    • Asia-Pacific represented about 41 million DAUs in Q2 2026, making it the largest reported regional group during the quarter.
    • Experiences outside Roblox’s top 10 generated 25% year-over-year growth in hours engaged during Q2 2026, showing that usage growth extended beyond the largest games.

    Roblox Daily and Monthly Active Users

    • The estimated average number of monthly active Roblox recipients in the EU was 46.6 million for the six-month period ending Aug. 13, 2026. This metric uses a regulatory definition rather than Roblox’s standard DAU methodology.
    • A third-party mobile estimate placed Roblox at approximately 251.9 million monthly active mobile users in June 2025. Because this figure measures app usage, it should not be compared directly with the company’s cross-platform DAUs.
    • The same mobile dataset indicates that MAUs rose about 23.3% between January 2024 and June 2025, from roughly 204.3 million to 251.9 million.
    • Roblox averaged 23.4 million monthly unique payers in Q2 2025, up 42% from the same period of 2024. This is a payer metric rather than an MAU count.
    • Q1 2025 recorded 20.2 million average monthly unique payers, representing 29% year-over-year growth.
    • Q2 2026 DAUs were about 6.8% lower sequentially than Q1 2026, reflecting normalization after the first quarter and disruption associated with Russia and communication-related age checks.
    • Daily paying users represented only about 1.3% of Q2 2026 DAUs, illustrating how the free user population remains much larger than the paying population. This share is calculated from reported average DAUs and average daily unique payers.
    • Across full-year 2025, approximately 1.4% of average DAUs were daily unique paying users, based on 1.8 million daily payers compared with the full-year active-user average.

    Roblox Player Demographics

    • Among age-checked DAUs measured around the end of January 2026, 35% were under age 13.
    • Another 38% of age-checked DAUs were ages 13 to 17, making teenagers the largest individual age group in the initial verified sample.
    • Adults ages 18 and older represented 27% of age-checked DAUs in the initial 2026 distribution.
    • Taken together, users under 18 accounted for approximately 73% of the early age-checked DAU sample, based on the reported under-13 and 13-17 groups.
    • In Q2 2026, adults represented approximately one-third of age-checked U.S. DAUs, a higher share than the global adult percentage.
    • U.S. DAUs ages 18 to 34 increased 42% year over year in Q2 2026.
    • Hours engaged among U.S. users ages 18 to 34 rose 37% year over year during the same quarter.
    • Across the broader U.S. 18-plus audience, DAUs increased 32%, while hours engaged increased 27% year over year in Q2 2026.
    • Despite the adult cohort’s growth, Roblox reached fewer than 10% of U.S. adults ages 18 to 34 on an average day based on estimates disclosed around the start of 2026, leaving substantial room for expansion beyond its younger audience.
    Age Distribution Of Roblox Verified Users Jan 2026

    Roblox Age and Gender Demographics

    • In the initial 2026 age-checked population, 35% of DAUs were under 13, compared with 38% ages 13-17 and 27% ages 18 or older.
    • Therefore, users under 18 represented about 73% of age-checked DAUs in the early 2026 sample. Roblox cautions that age-checked users may not perfectly represent the entire user base.
    • By Jan. 31, 2026, 45% of DAUs had completed an age check, giving the platform a growing verified-age dataset.
    • The U.S. 18-34 cohort remained comparatively underpenetrated entering 2026, reaching fewer than 10% of U.S. adults ages 18-34 on an average day.
    • However, U.S. DAUs ages 18-34 increased 42% year over year in Q2 2026, while their hours engaged rose 37%.
    • In the full-year 2025 user breakdown, 55% of DAUs were male, up from 52% in 2024.
    • Female users represented 36% of 2025 DAUs, compared with 39% in the 2024 breakdown.
    • Another 9% of 2025 DAUs had an unknown gender, unchanged from the 9% reported for 2024.
    • Earlier self-reported 2024 age data placed 25% of DAUs in the 17-24 group, 20% under age 9, 20% ages 9-12, 16% ages 13-16, and 19% at age 25 or older. These figures should not be directly compared with 2026 age-check results because the methodology changed.

    Roblox Geographic User Distribution

    • In 2025, the U.S. and Canada represented 18% of Roblox’s 127 million average DAUs, down from 21% of 82.9 million DAUs in 2024.
    • Europe accounted for 23% of 2025 DAUs, compared with 26% in 2024.
    • Asia-Pacific expanded from 25% of DAUs in 2024 to 30% in 2025, making it the largest regional share in the latest full-year breakdown.
    • The rest of the world contributed another 29% of 2025 DAUs, up slightly from 28% in 2024.
    • In Q2 2026, Asia-Pacific averaged about 41 million DAUs, compared with 34 million in the rest of the world, 26 million in Europe and 22 million in the U.S. and Canada.
    • Asia-Pacific and the rest of the world each posted approximately 15% year-over-year DAU growth in Q2 2026, while Europe grew about 1%.
    • U.S. and Canada DAUs increased 6% year over year in Q2 2026, considerably slower than several international markets.
    • Japan recorded 67% DAU growth and 61% growth in hours engaged in Q2 2026.
    • India followed closely with 64% year-over-year DAU growth and 59% growth in hours engaged during Q2 2026.
    • The geographic shift was already visible in Q1 2026: DAUs outside the U.S. and Canada grew 40% year over year, versus 17% growth in the U.S. and Canada.

    Roblox Gameplay Sessions by Device Platform

    • Mobile devices dominate Roblox gameplay, accounting for 80% of total user sessions across smartphones and tablets in 2026.
    • Desktop platforms represent 17% of Roblox sessions, showing that Windows PCs and Macs remain an important, but significantly smaller, part of the platform’s usage.
    • Console gaming contributes just 3% of total sessions, making PlayStation and Xbox the smallest device category in Roblox’s gameplay distribution.
    • Mobile’s 80% share is nearly five times larger than desktop’s 17%, highlighting Roblox’s strongly mobile-first user base.
    • Combined, desktop and console platforms account for only 20% of sessions, compared with the 80% generated on mobile devices.
    • The data indicates that 4 out of every 5 Roblox gameplay sessions take place on a smartphone or tablet, emphasizing the importance of mobile accessibility to the platform.
    Roblox Active Gameplay Sessions By Device Platform 2026

    Roblox Concurrent Players

    • Platform-wide peak concurrency jumped from 13.9 million in April 2025 to 30.6 million in June, more than doubling in roughly two months.
    • By Q2 2025, Roblox had officially surpassed 32 million concurrent users across the platform.
    • On Aug. 23, 2025, platform concurrency exceeded 45 million users, setting another infrastructure milestone.
    • Grow a Garden crossed 21.6 million simultaneous players in 2025, establishing a major single-game concurrency record at the time.
    • The game’s rise was unusually fast: its audience moved from Roblox’s previous single-experience record of about 2.8 million CCU to more than 21 million within roughly three months.
    • Steal a Brainrot later reached an officially recorded 25,868,678 concurrent players on Oct. 11, 2025.
    • The Bruno Mars event inside Steal a Brainrot drew 12,862,161 concurrent viewers on Jan. 17, 2026, setting a record for a single-artist video game concert.
    • The same January 2026 event attracted another 10 million livestream viewers across 14 countries outside the in-game concurrent audience.
    • The concert also generated 53 million social video views, demonstrating how Roblox events can extend beyond concurrent in-game attendance.

    Roblox Most Popular Games and Game Visits

    • Brookhaven ranked as the No. 1 overall Roblox search in 2025, despite launching several years before the viral titles that dominated the year’s headlines.
    • Grow a Garden ranked second among overall searches in 2025, even though it launched in March of that year.
    • Steal a Brainrot ranked third in overall searches for 2025, placing two games created that year among the three most searched experiences.
    • Grow a Garden became the top experience by spending within one month of its March 25, 2025, launch, reaching the No. 1 position faster than any previous experience on the platform.
    • In June 2025, three of the top 10 experiences by Robux spending had been created during the preceding 12 months.
    • The number of newly created experiences in the top 100 by engagement rose more than 50% year over year in Q3 2025.
    • Experiences outside the top 10 increased engagement 58% year over year in Q3 2025, showing that viral hits did not absorb all of the platform’s growth.
    • During Q4 2025, experiences outside the top 10 accelerated further, recording 68% engagement growth and 53% growth in Robux spending.
    • Roblox’s active content library included more than 14 million experiences during 2025, giving users a much broader catalog than the headline rankings suggest.

    Roblox Player Engagement and Hours Engaged

    • Users spent 123.9 billion hours on Roblox during 2025, compared with 73.5 billion hours in 2024.
    • That represents an increase of approximately 68.6% in annual hours engaged between 2024 and 2025, calculated from the reported totals.
    • Average daily engagement reached about 2.7 hours per DAU in 2025, up from 2.4 hours in 2024.
    • Users explored an average of more than 24 experiences per month in 2025, compared with more than 21 in 2024.
    • Q1 2026 produced 31 billion hours engaged, representing 43% year-over-year growth.
    • Q2 2026 generated 29 billion hours, up 5% from Q2 2025 despite much harder comparisons with the viral-growth period.
    • For comparison, Q2 2025 engagement reached 27.4 billion hours, up 58% from a year earlier.
    • Q3 2025 produced 39.6 billion hours, a 91% year-over-year increase and one of the strongest engagement quarters in the platform’s history.
    • Engagement outside the top 10 experiences still increased 25% year over year in Q2 2026, indicating that player time was becoming less concentrated in a handful of viral games.
    • In Q2 2026, hours engaged rose 61% in Japan and 59% in India, compared with only 1% growth in the U.S. and Canada.
    Quarterly Hours Engaged On Roblox 2025 2026

    Roblox Creators and Developers

    • Millions of creators across more than 170 countries built content on Roblox during 2025.
    • More than 35,500 creators had qualified and registered for the Developer Exchange Program by Dec. 31, 2025.
    • Of those, more than 10,500 creators newly qualified and registered during 2025, expanding the pool eligible to exchange earned Robux for cash.
    • More than 23,500 creators received cash through the exchange program during 2025.
    • Creators earned more than $1.5 billion in 2025, crossing that annual threshold for the first time.
    • By Q3 2025, the top 1,000 creators were earning an average of $1.1 million on a trailing-12-month basis, more than 40% higher than one year earlier.
    • Creator adoption of AI among the top 1,000 and top 10,000 creators by Robux spending rose about 15 percentage points quarter over quarter in Q2 2026.
    • A survey of several thousand creators using AI found 95% said AI accelerated their development timeline, while nearly half reported publishing-time improvements exceeding 50%.
    • By Q2 2026, creators generated more than 60,000 3D assets per day with newer generative tools, while nearly 1,400 games used Cube-generated content daily.
    • Usage of the agentic Studio Assistant increased 20% sequentially in Q2 2026, signaling growing adoption of AI-supported development workflows.

    Roblox Developer Earnings and Developer Exchange Statistics

    • Developer exchange fees reached $363 million in Q2 2026, up 15% from $316 million in Q2 2025.
    • Across the first six months of 2026, developer exchange fees totaled $786 million, a 31% increase from $598 million during the first half of 2025.
    • For full-year 2025, creators earned $1.503 billion, compared with $922.8 million in 2024. That represents annual growth of roughly 63%.
    • More than 42,000 creators had qualified and registered for the Developer Exchange Program as of June 30, 2026.
    • At the end of 2025, the corresponding figure stood above 35,500 creators, meaning the eligible creator pool expanded by at least 6,500 during the first half of 2026.
    • More than 23,500 creators received fiat-currency payouts through the program during 2025.
    • The standard cash-out rate increased 8.5% on Sept. 5, 2025, moving from $0.0035 to $0.0038 per eligible earned Robux.
    • Beginning June 8, 2026, Roblox increased the exchange rate by another 42% for eligible in-game spending generated by age-checked U.S. users ages 18 and older, creating an additional incentive to build games for adult audiences.
    • Developers need at least 30,000 earned Robux to meet the current Robux threshold for the exchange program, down from 100,000 before reductions introduced in 2022 and 2023.

    Roblox Revenue and Bookings Statistics

    • Roblox generated $1.469 billion in revenue in Q2 2026, up from $1.081 billion in Q2 2025, an increase of about 36%.
    • Q2 2026 bookings reached $1.557 billion, compared with $1.438 billion a year earlier, representing approximately 8% growth.
    • For the first half of 2026, revenue totaled $2.911 billion, versus $2.116 billion during the first half of 2025.
    • First-half 2026 bookings reached $3.288 billion, compared with $2.645 billion in the same period of 2025, an increase of about 24%.
    • Q1 2026 revenue grew 39% year over year to approximately $1.4 billion, while bookings climbed 43% to about $1.7 billion.
    • Full-year 2025 revenue reached $4.891 billion, increasing 36% from $3.602 billion in 2024.
    • Full-year bookings increased to $6.788 billion in 2025, up 55% from $4.369 billion in 2024.
    • The gap between revenue and bookings widened substantially in 2025: deferred revenue increased by approximately $1.934 billion, compared with $792.4 million in 2024.
    • Roblox generated $1.8 billion in operating cash flow during 2025, alongside its record revenue and bookings performance.
    Roblox Quarterly Revenue Q2 2026

    Roblox Virtual Economy

    • Substantially all bookings come from virtual-currency sales, while advertising and licensing still represent a comparatively small share.
    • When a standard third-party virtual-item transaction occurs, the originating creator generally receives 30% of the Robux, the distributor receives 40%, and the platform retains 30%.
    • When creators sell their own creations directly inside their own experiences, they can receive 70% of the Robux spent because they act as both creator and distributor.
    • Creators selling through the general Marketplace receive at least 30% of Robux spending on their items under the standard structure.
    • The Creator Rewards Program replaced the previous engagement-based payout system on July 24, 2025, linking earned Robux to engagement, monetization, and audience-expansion measures.
    • As of the end of 2025, 51% of in-experience hours among the top 1,000 games were concentrated in the top 50 experiences, showing that successful games can command a substantial share of economic attention.
    • Roblox reported that average monthly unique payers grew more than 65% during full-year 2025, helped by regional pricing and other monetization initiatives.
    • Q3 2025 alone added more than 12 million monthly unique payers sequentially, taking the quarterly average to 35.8 million during the height of the year’s viral-growth cycle.
    • Differential Robux pricing has encouraged some users to shift purchases toward desktop and prepaid-card channels, where payment-processing costs can be lower.
    • Chargebacks and refunds, including some potentially associated with fraud, equaled approximately 2.5% of 2025 bookings.

    Roblox Robux, Paying Users, and Average Spending

    • Roblox averaged 27 million monthly unique payers in Q2 2026, an increase of 15% year over year.
    • Monthly unique payers outside the U.S. and Canada increased 23% year over year during Q2 2026, outpacing overall payer growth.
    • Approximately 1.6 million accounts paid on an average day during Q2 2026, compared with around 1.5 million a year earlier.
    • With 123 million average DAUs in the quarter, daily paying accounts represented only about 1.3% of Q2 2026 DAUs.
    • Roblox generated average daily bookings of $0.14 per DAU in Q2 2026.
    • Average daily bookings among users who paid reached $10.42 per daily unique payer during Q2 2026.
    • Q2 2025 had 23.4 million monthly unique payers, up 42% year over year, with average bookings of $20.48 per monthly payer.
    • Q1 2025 recorded 20.2 million monthly unique payers, 29% more than a year earlier, while average bookings per monthly payer stood at $19.92.
    • Average daily unique paying users rose from approximately 1.0 million in 2024 to 1.8 million in 2025, an increase of roughly 73% based on the reported figures.
    • For comparison, Q4 2024 recorded 18.9 million monthly unique payers, with $23.97 in average bookings per monthly payer.
    Growth Of Roblox Monthly Unique Payers

    Roblox Safety and Moderation Statistics

    • By the end of Q2 2026, 57% of global DAUs had completed an age check, up from 51% at the end of Q1.
    • In the U.S., age-check adoption had already reached 65% of DAUs by the end of Q1 2026, substantially above the global 51% rate at that point.
    • Roblox began requiring users in chat-enabled regions to complete an age check before accessing communication features in January 2026.
    • Adjusted trust-and-safety spending reached $97 million in Q2 2026, compared with $70 million a year earlier, an increase of roughly 39%.
    • First-half adjusted trust-and-safety spending reached $182 million in 2026, up from $138 million during the first six months of 2025.
    • Roblox’s text moderation technology was processing roughly 6.1 billion chat messages per day in 2025, while users generated about 1.1 million hours of voice communication daily.
    • From February through December 2024, users uploaded approximately 1 trillion pieces of content, with about 0.01% detected as violating platform policies; almost all detected violating content was automatically screened before reaching users.
    • A proactive child-endangerment detection system accounted for 35% of detected cases during the first half of 2025, allowing some potentially serious interactions to surface before users submitted abuse reports.
    • A newer personally identifiable information classifier achieved 98% recall in English conversations by late 2025, improving detection of attempts to exchange personal information.
    • In Australia, where an estimated 1.7 million children ages 6-13 use Roblox, an August 2026 regulatory undertaking gave the company three months to strengthen child-account privacy, adult-child contact controls, reporting systems and independent auditing of age-estimation measures.

    Frequently Asked Questions (FAQs)

    How many daily active users does Roblox have in 2026?

    Roblox averaged 123 million daily active users in Q2 2026, up 10% year over year.

    How much revenue did Roblox generate in Q2 2026?

    Roblox generated $1.469 billion in revenue in Q2 2026, up about 36% from $1.081 billion a year earlier.

    How much were Roblox bookings in Q2 2026?

    Roblox recorded approximately $1.557 billion in bookings in Q2 2026, representing about 8% year-over-year growth.

    How many monthly paying users does Roblox have?

    Roblox averaged 27 million monthly unique payers in Q2 2026, a 15% increase from the prior-year period.

    How much did Roblox pay through Developer Exchange in Q2 2026?

    Developer Exchange fees totaled $363 million in Q2 2026, up 15% from $316 million in Q2 2025.

    Conclusion

    Roblox entered with a much larger audience, creator economy and financial base than it had only a year earlier. Growth has slowed from 2025’s exceptional viral surge, but the latest data still points to continued expansion in users, international markets, creator payouts and revenue. At the same time, safety requirements and stronger age-based controls will play a larger role in how the platform grows.

    Q2 2026 revenue reached $1.469 billion, illustrating that recognized revenue continued growing strongly even as bookings growth normalized. The platform had 123 million average DAUs in Q2 2026, leaving its active-user base far above pre-2025 levels. First-half 2026 developer exchange fees reached $786 million, showing that creator compensation continues to scale alongside the economy. More than 42,000 developers and creators qualified for the cash-exchange program by June 2026, broadening the number of people able to convert earned Robux into income. International monetization remains a major growth lever, with monthly paying accounts outside the U.S. and Canada increasing 23% year over year in Q2 2026. Safety will remain central to the platform’s growth: 57% of global DAUs had completed age checks by the end of Q2 2026, and adoption continues to rise. Overall, the 2026 statistics show a business moving from an extraordinary 2025 growth cycle toward a larger, more mature ecosystem in which monetization, creator economics, international expansion, and child safety increasingly determine long-term performance.

    References

    • Business of Apps
    • STUDIOKREW
    • Skillademia
    • Reuters
    • The Wall Street Journal
    • Statista
    • Outlook Respawn
    • NoPing
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    Supriya

      Supriya is the Editor in Chief at Xtendedview, leading editorial quality and research driven content while managing a team of five researchers. She brings a strong focus on accuracy and depth to every project and enjoys traveling and spending time in quiet, focused environments that support her independent and analytical approach to work.

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      Table of ContentsToggle Table of ContentToggle

      • Editor’s Choice
      • Recent Developments
      • Roblox User Growth
      • Roblox User Statistics
      • Roblox Daily and Monthly Active Users
      • Roblox Player Demographics
      • Roblox Age and Gender Demographics
      • Roblox Geographic User Distribution
      • Roblox Gameplay Sessions by Device Platform
      • Roblox Concurrent Players
      • Roblox Most Popular Games and Game Visits
      • Roblox Player Engagement and Hours Engaged
      • Roblox Creators and Developers
      • Roblox Developer Earnings and Developer Exchange Statistics
      • Roblox Revenue and Bookings Statistics
      • Roblox Virtual Economy
      • Roblox Robux, Paying Users, and Average Spending
      • Roblox Safety and Moderation Statistics
      • Frequently Asked Questions (FAQs)
      • Conclusion
      • References
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