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Roblox Corp. (RBLX)

NYSE · Services-Prepackaged Software · Services · CIK 1315098 · fiscal year ends in Dec

Closing price $53.28 on 28 Oct 2026; 52-week range $35.54 to $133.74.

Key figures

The last twelve months reported, with the latest price and balance sheet.

Revenue, last twelve months
$5.7B
Revenue growth
41.3%
Net income, last twelve months
-$1.0B
Earnings per share
-$1.42
Gross margin
78.9%
Operating margin
-20.7%
Net margin
-17.6%
Free cash flow
$1.6B
Return on equity
-658.3%
Market value
$38.1B
Cash
$991.0M
Debt
$1.0B
Debt to equity
6.64
Shares outstanding
714.3M

Financial statements

Revenue, profit and cash flow by fiscal year, each year linked to its annual report.

Fiscal yearYear endRevenueOperating incomeNet incomeEPSFree cash flowFiling
FY202531 Dec 2025$4.9B-$1.2B-$1.1B-$1.54$1.4B10-K filed 11 Feb 2026
FY202431 Dec 2024$3.6B-$1.1B-$935.4M-$1.44$642.7M10-K filed 18 Feb 2025
FY202331 Dec 2023$2.8B-$1.3B-$1.2B-$1.87$137.5M10-K filed 21 Feb 2024
FY202231 Dec 2022$2.2B-$923.8M-$924.4M-$1.55-$56.9M10-K filed 28 Feb 2023
FY202131 Dec 2021$1.9B-$495.1M-$491.7M-$0.97$565.8M10-K filed 25 Feb 2022

By quarter

QuarterQuarter endRevenueNet incomeEPS
Q2 FY202630 Jun 2026$1.5B-$183.0M-$0.26
Q1 FY202631 Mar 2026$1.4B-$246.0M-$0.35
Q4 FY202531 Dec 2025$1.4B-$316.0M-$0.44
Q3 FY202530 Sep 2025$1.4B-$255.6M-$0.37
Q2 FY202530 Jun 2025$1.1B-$278.4M-$0.41
Q1 FY202531 Mar 2025$1.0B-$215.1M-$0.32
Q4 FY202431 Dec 2024$988.2M-$219.6M-$0.33
Q3 FY202430 Sep 2024$919.0M-$239.3M-$0.37

What the company said with its results

From the second quarter 2026 results, filed 30 July 2026.

  • Revenue grew on continued topline growth. Revenue rose 36% to $1.5 billion. Management described the topline growth and cash generation as continuing despite challenging prior year comparisons.
  • Bookings landed at low end. Bookings grew 8% year-over-year to $1,557 million, against a prior year figure of $1,438 million, landing at the low end of the second-quarter guidance range.
  • Net loss narrowed, Adjusted EBITDA rose. Consolidated net loss was $185 million versus $280 million a year earlier. Adjusted EBITDA was $152 million versus $18 million, and diluted loss per share was $(0.26) versus $(0.41).
  • Deferrals drove the EBITDA gap. Adjusted EBITDA excludes a $108 million total change in deferrals in Q2 2026, compared with $301 million in Q2 2025.
  • DAUs and Hours kept growing. DAUs reached 123 million and Hours reached 29 billion. Management said growth came despite challenging prior year comparables.
  • Japan and India led user growth. DAUs grew 67% in Japan and 64% in India, while U.S. and Canada DAUs grew 6%.
  • Hours growth slowed in U.S. and Canada. Hours grew 61% in Japan and 59% in India, but only 1% in the U.S. and Canada, which management tied to challenging prior year comparables.
  • Payers grew outside U.S. and Canada. Average monthly unique payers reached 27 million, up 15%. Payers outside the U.S. and Canada grew 23%.
  • Russia reinstatement a three-point headwind. Management said the Russia reinstatement gave a modest benefit to sequential trends but remained about a three percentage point headwind to year-over-year DAU and Hours growth.
  • Top 10 games share narrowed. Top 10 games accounted for about 20% of Hours, down from 30% three years earlier, which management described as a more diversified platform.
  • Long tail of content grew. Experiences outside the top 10 grew 25% in Hours and more than 20% in Robux spend, year over year.
  • U.S. over-18 users monetize higher. Management said U.S. users over 18 monetize more than 50% higher than users under 18.
  • Creator AI adoption rising. Adoption among top creators rose about 15 percentage points quarter over quarter, and creators using Studio Assistant rose 20% sequentially.
  • Survey shows faster publishing. In a survey of several thousand creators using AI for development, 95% said AI speeds up their timeline to launch or update games.

Company events

The newest 8-K filings of 55 held.

FiledFormEventItems
30 Jul 20268-KResults, Investor update2.02, 7.01, 9.01
29 May 20268-KShareholder vote5.07
19 May 20268-KOther events8.01, 9.01
30 Apr 20268-KResults, Investor update2.02, 7.01, 9.01
20 Mar 20268-KLeadership change5.02, 9.01
2 Mar 20268-KLeadership change5.02
5 Feb 20268-KResults, Investor update2.02, 7.01, 9.01
30 Oct 20258-KResults, Investor update2.02, 7.01, 9.01
17 Sep 20258-KLeadership change5.02
31 Jul 20258-KResults, Leadership change, Investor update, Other events2.02, 5.02, 7.01, 8.01, 9.01
1 Jul 20258-KLeadership change5.02
10 Jun 20258-KLeadership change5.02, 9.01

Every filing

The newest filings with the SEC of 148 held.

FiledFormPeriod
30 Jul 202610-Q30 Jun 2026
30 Jul 20268-K30 Jul 2026
9 Jun 2026D–
29 May 20268-K28 May 2026
19 May 20268-K13 May 2026
30 Apr 202610-Q31 Mar 2026
30 Apr 20268-K30 Apr 2026
16 Apr 2026ARS31 Dec 2025
16 Apr 2026DEFA14A–
16 Apr 2026DEF 14A28 May 2026
20 Mar 20268-K19 Mar 2026
2 Mar 20268-K24 Feb 2026

Insider trades

Form 4 trades by officers, directors and 10% owners, last 12 months.

TradedInsiderTypeSharesPriceValueHeld afterForm 4
5 Oct 2026Reinstra Mark, Chief Legal Off. & Corp. Sec.Sale under a trading plan3,000$43.88$131.6K389,2916 Oct 2026
5 Oct 2026Reinstra Mark, Chief Legal Off. & Corp. Sec.Sale under a trading plan2,666$44.56$118.8K386,6256 Oct 2026
1 Oct 2026Baszucki Gregory, DirectorSale under a trading plan3,001$42.57$127.8K8,942,3842 Oct 2026
1 Oct 2026Baszucki Gregory, DirectorSale under a trading plan5,332$43.03$229.5K8,937,0522 Oct 2026
1 Oct 2026Baszucki Gregory, DirectorSale under a trading plan2,999$42.57$127.7K1,258,1702 Oct 2026
1 Oct 2026Baszucki Gregory, DirectorSale under a trading plan5,334$43.03$229.5K1,252,8362 Oct 2026
8 Sep 2026Reinstra Mark, Chief Legal Off. & Corp. Sec.Sale under a trading plan1,920$44.30$85.0K396,1449 Sep 2026
8 Sep 2026Reinstra Mark, Chief Legal Off. & Corp. Sec.Sale under a trading plan3,753$45.03$169.0K392,3919 Sep 2026
8 Sep 2026Reinstra Mark, Chief Legal Off. & Corp. Sec.Sale under a trading plan100$45.73$4.6K392,2919 Sep 2026
1 Sep 2026Baszucki Gregory, DirectorSale under a trading plan5,180$40.33$208.9K8,948,5382 Sep 2026
1 Sep 2026Baszucki Gregory, DirectorSale under a trading plan3,153$40.69$128.3K8,945,3852 Sep 2026
1 Sep 2026Baszucki Gregory, DirectorSale under a trading plan5,181$40.33$209.0K1,264,3212 Sep 2026

Planned insider sales

Form 144 notices, filed when the sell order goes to the broker.

FiledSellerSharesValuePlanned sale
5 Oct 2026MARK REINSTRA, Officer5,666$250.0K5 Oct 2026
1 Oct 2026Greg Baszucki, Director8,333$353.1K1 Oct 2026
1 Oct 2026GREG AND CHRISTINA BASZUCKI LIV TR, Director8,333$353.1K1 Oct 2026
8 Sep 2026MARK REINSTRA, Officer5,773$250.0K8 Sep 2026
1 Sep 2026GREG AND CHRISTINA BASZUCKI LIV TR, Director8,333$344.1K1 Sep 2026
1 Sep 2026Greg Baszucki, Director8,333$344.1K1 Sep 2026
31 Aug 2026Wong Andrea L, Director562$22.8K31 Aug 2026
25 Aug 2026AMY RAWLINGS, Officer237$9.2K25 Aug 2026
24 Aug 2026BUCKLEY SEAN JACK, Officer4,321$167.1K24 Aug 2026
20 Aug 2026Rawlings Amy Marie, Officer5,061$192.1K20 Aug 2026

Large holders

Schedule 13D and 13G filings by holders of more than 5% of the voting shares.

FiledHolderScheduleStakeShares
8 Jul 2026FMR LLC13G amended11.9%79.7M
30 Apr 2026Vanguard Capital Management13G5.17%34.2M
27 Mar 2026The Vanguard Group13G amended0%0

Trades by members of the House

From each member's periodic transaction report.

TradedMemberTypeAmountDisclosed
22 Oct 2025Julia Letlow (LA05)Sale$1,001 - $15,00013 Jan 2026
16 Oct 2025Julia Letlow (LA05)Purchase$1,001 - $15,00013 Jan 2026
24 Dec 2025Gilbert Cisneros (CA31)Sale$1,001 - $15,00012 Jan 2026
18 Nov 2025Gilbert Cisneros (CA31)Purchase$1,001 - $15,00015 Dec 2025
7 Nov 2025Gilbert Cisneros (CA31)Purchase$1,001 - $15,00015 Dec 2025
23 Sep 2025Valerie Hoyle (OR04)Sale$1,001 - $15,00010 Oct 2025
31 Jan 2023Daniel Goldman (NY10)Purchase$15,001 - $50,00024 Feb 2023
20 Jan 2023Nancy Pelosi (CA11)Sale of options$1.0025 Jan 2023
28 Dec 2022Nancy Pelosi (CA12)Sale (partial)$100,001 - $250,00012 Jan 2023
30 Jun 2021Thomas Suozzi (NY03)Sale$15,001 - $50,00019 Dec 2022

Short interest

Shares sold short and not yet bought back, on each FINRA settlement date.

SettlementShares shortChangeDays to cover
15 Oct 202625.8M-6.8%2.26
30 Sep 202627.6M+13.8%2.03
15 Sep 202624.3M+3.72%2.54
31 Aug 202623.4M+68.66%2.15
14 Aug 202613.9M-42.41%1
31 Jul 202624.1M-17.77%1.82
15 Jul 202629.3M+1.13%3.95
30 Jun 202629.0M-4.22%2.09

Funds that hold it

From each fund's latest Form 13F.

948 funds held it at 30 Jun 2026: 371 added and 265 trimmed in the quarter. The largest:

FundSharesValueChange in the quarter
FMR LLC79,723,713$4.3B+33,104,614
BlackRock, Inc.38,327,569$2.1B-752,191
Vanguard Portfolio Management LLC31,636,629$1.7B+1,035,633
Vanguard Capital Management LLC29,196,094$1.6B+643,406
Capital World Investors22,709,293$1.2B+236,053
Morgan Stanley21,741,285$1.2B-1,331,920
Baillie Gifford & Co.21,124,935$1.1B-298,077
Ieq Capital, LLC16,574,553$901.3M+44,306
Price T Rowe Associates Inc.16,424,286$893.2M-2,693,083
Capital International Investors16,086,049$874.8M-13,091,014

Peers

Companies in the same industry.

  • Microsoft Corp. (MSFT): revenue $346.4B, market value $3.95T
  • Palantir Technologies Inc. (PLTR): revenue $6.2B, market value $473.1B
  • Oracle Corp. (ORCL): revenue $71.8B, market value $436.3B
  • SAP SE (SAP): revenue $41.6B, market value $276.7B
  • CrowdStrike Holdings, Inc. (CRWD): revenue $5.4B, market value $273.1B
  • Shopify Inc. (SHOP): revenue $13.3B, market value $218.4B
  • Salesforce, Inc. (CRM): revenue $43.9B, market value $199.5B
  • ServiceNow, Inc. (NOW): revenue $15.4B, market value $155.6B
  • Snowflake Inc. (SNOW): revenue $5.4B, market value $119.8B
  • Cloudflare, Inc. (NET): revenue $2.5B, market value $113.0B

What the company does

Roblox is an immersive gaming and creation platform where users explore, create and share experiences, most of them built by other users. The platform has three parts: the Roblox Client, Roblox Studio and the Roblox Cloud. In the year ended 31 December 2025, the platform averaged 127 million daily active users across over 180 countries, on mobile, desktop and console. Those users spent 123.9 billion hours on the platform, an average of 2.7 hours per daily active user each day. The filing says the platform had over 14 million active experiences during the year.

What the platform is made of

The Roblox Client is the free application users run to enter experiences. Roblox Studio is the free toolset creators use to build, publish and operate them. The Roblox Cloud covers the services and infrastructure behind both. As of 31 December 2025 the Client ran on iOS, Android, Windows, Mac, Xbox, PlayStation, Chromebook and select virtual reality hardware.

Experiences are simulated on servers in 25 regional data centers across North America, South America, Asia-Pacific and Europe. The Roblox Cloud used over 150,000 servers as of 31 December 2025. Most services run in Roblox managed data centers, and Amazon Web Services is used for some databases, storage, message queuing and peak loads. Creators can allow up to 200 users in one instance of an experience. The Cloud translates experiences automatically into 17 languages.

How it makes money

Signing up is free, and users can explore most experiences without paying. Users buy Robux, the platform's in-game currency, and spend it on experience enhancements and on avatar items such as clothing, accessories and emotes. Robux can be bought once or through Roblox Premium, a monthly subscription that includes Robux at a discount. Payments go through app stores and directly by card or prepaid card.

Only a small share of users pay: about 1.8 million of the 127 million average daily active users were daily unique paying users. Substantially all revenue comes from the sale of or access to virtual items. Roblox recognises it either as items are consumed or over the estimated average lifetime of a paying user, which was 27 months at 31 December 2025. Advertising and licensing are an insignificant part of revenue. Main operating costs are creator payouts, payment processing fees, infrastructure and trust and safety, and people. Bookings are typically highest in the fourth quarter, and engagement is typically higher in June, July and August.

Who builds on it

Millions of creators across more than 170 countries build on the platform, from students and hobbyists to full-time studios. They earn Robux by selling in-experience items, access and subscriptions, through the Creator Rewards Program launched in July 2025, through ad impressions and teleports, by selling avatar items or Studio plugins, and through IP licensing via the License Manager launched in late 2025.

When Robux is spent, the creator of an item generally receives 30%, the distributor 40% and the platform 30%. Creators who sell their own items within their experiences receive 70%. Creators in the Developer Exchange Program can be paid in fiat currency based on earned Robux, once they hold at least 30,000 earned Robux and a verified account in good standing. Over 35,500 creators were registered in the program as of 31 December 2025, and over 23,500 were paid during 2025.

Safety and regulation

Roblox says a large number of its users are children. Its Community Standards are enforced by automated systems, including AI, and by human review. Images, audio and video uploaded by creators are reviewed by humans or by AI trained on those standards. Age checks began rolling out in the fourth quarter of 2025. From January 2026 they are mandatory in all chat-enabled regions before a user can access chat. Parents and caregivers can limit chat, screen time and spending, and can restrict experiences by Content Maturity Labels.

The company describes a complex regulatory environment. It says some authorities have restricted or blocked the platform.

Competition

Roblox says it competes for users' time with technology groups such as Amazon, Apple, Meta Platforms, Google, Microsoft and Tencent, entertainment companies such as Disney, gaming companies such as Epic Games, Electronic Arts and Valve, and services such as Netflix, YouTube, TikTok and Discord. It competes for creators and engineers with Epic Games, Unity, Meta Platforms and Valve.

Its people

As of 31 December 2025 Roblox had 3,065 full time employees, most of them at its San Mateo, California headquarters, and over 200 outside the U.S. Over 2,300 worked in product and engineering, about 75% of the total. It also had thousands of trust and safety agents. The company was incorporated in 2004 in Delaware and reincorporated in Nevada in May 2025.

*From Roblox's annual report on Form 10-K for the year ended 31 December 2025. [The filing](https://www.sec.gov/Archives/edgar/data/1315098/000131509826000024/rblx-20251231.htm)*

From the company's 10-K.

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