Earnings summaries and quarterly performance for Roblox.
Executive leadership at Roblox.
David Baszucki
Chief Executive Officer
Amy Rawlings
Chief Accounting Officer
Arvind Chakravarthy
Chief People and Systems Officer
Mark Reinstra
Chief Legal Officer & Corporate Secretary
Matt Kaufman
Chief Safety Officer
Naveen Chopra
Chief Financial Officer
Board of directors at Roblox.
Research analysts who have asked questions during Roblox earnings calls.
Cory Carpenter
JPMorgan Chase & Co.
8 questions for RBLX
Matthew Cost
Morgan Stanley
8 questions for RBLX
Brian Pitz
BMO Capital Markets
7 questions for RBLX
Clark Lampen
BTIG, LLC
5 questions for RBLX
Eric Sheridan
Goldman Sachs
5 questions for RBLX
Jason Bazinet
Citigroup
5 questions for RBLX
Kenneth Gawrelski
Wells Fargo & Company
5 questions for RBLX
Omar Dessouky
Bank of America
4 questions for RBLX
Benjamin Black
Deutsche Bank AG
3 questions for RBLX
Andrew Rosivach
Wolfe Research
2 questions for RBLX
James Heaney
Jefferies
2 questions for RBLX
Ken Gawrelski
Wells Fargo
2 questions for RBLX
Ross Sandler
Barclays
2 questions for RBLX
Andrew Crum
Stifel, Nicolaus & Company, Incorporated
1 question for RBLX
Andrew Marok
Raymond James Financial
1 question for RBLX
Clark Lampkin
BTIG, LLC
1 question for RBLX
Omar Zoubi
Bank of America
1 question for RBLX
Shweta Khajuria
Wolfe Research, LLC
1 question for RBLX
Thomas Champion
Piper Sandler
1 question for RBLX
Recent press releases and 8-K filings for RBLX.
- Roblox reported strong Q4 results with bookings of $2.2 billion, revenue near $1.42 billion, and daily active users of 144 million (up ~69%).
- Despite a reported net loss, the company generated $307 million in free cash flow in Q4, significantly exceeding analyst expectations.
- Management issued 2026 guidance implying robust growth, with full-year bookings/sales targets in the $8.28–8.55 billion range and revenue growth forecasts above Street estimates.
- The stock reacted positively, rising as much as 16% in premarket trading, and analysts largely maintained Overweight/Buy or Moderate Buy ratings.
- Roblox exceeded its 2025 guidance, reporting full-year bookings growth of 55% and revenue growth of 36% year-on-year. For Q4 2025, revenue reached $1.4 billion (up 43% year-on-year) and bookings were $2.2 billion (up 63% year-on-year).
- For 2026, the company projects bookings growth of 22%-26% and estimates 26% year-over-year growth in free cash flow at the midpoint of its guidance range.
- Margins for 2026 are expected to be relatively flat year-over-year at the high end of bookings guidance, or a slight decline at the low end, driven by increased DevEx rates and investments in user growth, AI, and safety.
- Roblox highlighted a significant growth opportunity in older audiences, with the 18 and over cohort growing at over 50% and monetizing 40% higher than younger cohorts, following the global rollout of facial age estimation.
- Roblox reported strong financial results for Q4 and full year 2025, with Q4 revenue of $1.4 billion (up 43% year-on-year) and Q4 bookings of $2.2 billion (up 63% year-on-year), significantly exceeding its 2025 guidance.
- For 2026, the company expects bookings growth of 22%-26%, with margins anticipated to be relatively flat to slightly declining year-over-year, and free cash flow growth estimated at 26% at the midpoint of guidance.
- Key growth drivers include the 18 and over cohort, which is growing over 50% and monetizes 40% higher, and robust international expansion, with APAC growing 96% year-on-year.
- Roblox completed the global rollout of facial age estimation in January 2026, reaching 45% penetration of global DAUs by January 31st, enhancing safety and supporting growth in older demographics.
- The company highlighted significant advancements in AI, driving personalization in discovery (double-digit increase in unique experiences surfaced) and enhancing creation and safety on the platform.
- Roblox (RBLX) reported Q4 2025 Bookings of $2.2 billion, representing a 63% year-over-year growth, and Revenue of $1.4 billion.
- The company experienced significant user engagement, with Average Daily Active Users (DAUs) reaching 144 million, a 69% year-over-year increase, and Hours Engaged totaling 35 billion, an 88% year-over-year growth.
- Despite strong top-line growth, Roblox recorded a Consolidated Net Loss of $318 million and Adjusted EBITDA of $3 million for Q4 2025. However, Free Cash Flow increased significantly by 155% year-over-year to $307 million.
- For Q1 2026, Roblox anticipates Bookings between $1,690 million and $1,740 million and Revenue between $1,370 million and $1,420 million. The full-year 2026 Bookings guidance is $8,282 million to $8,553 million.
- Roblox reported robust Q4 2025 financial results, with revenue up 43% year-over-year to $1.4 billion and bookings increasing 63% year-over-year to $2.2 billion.
- For the full year 2026, the company projects revenue between $6.019 billion and $6.290 billion (23% to 29% YoY growth) and bookings between $8.282 billion and $8.553 billion (22% to 26% YoY growth).
- Despite a consolidated net loss of $318 million and Adjusted EBITDA of $3 million in Q4 2025, operating cash flow reached $607 million and free cash flow totaled $307 million.
- The platform is seeing significant growth in its over 18 (O18) demographic, which is expanding at over 50% and monetizes 40% higher, while top 1,000 creators earned an average of $1.3 million in 2025, an increase of over 50% year-over-year.
- Roblox will discontinue providing full-year guidance after 2026, shifting to quarterly guidance only starting in 2027.
- Roblox has begun a global rollout of mandatory facial age verification for in-game chat, with expansion to the U.S. starting around January 7, 2026.
- The system utilizes facial age-estimation via a 3D selfie scan, processed by a third-party vendor named Persona, with images deleted immediately after processing.
- Verified users are assigned to specific age-group buckets (e.g., Under 9, 9-12, 13-15, 16-17, 18-20, 21+) which determine their communication capabilities within the platform.
- This rollout is a direct response to mounting legal pressure, including lawsuits from multiple state attorneys general, driving the company's increased safety measures.
- Roblox reports that tens of millions of daily users have completed these checks, and over half of users in initial test markets finished verification.
- The U.S. Judicial Panel on Multidistrict Litigation (JPML) has ordered the centralization of federal lawsuits alleging child sexual exploitation and assault facilitated through the Roblox gaming platform.
- This litigation, In re: Roblox Corporation Child Sexual Exploitation and Assault Litigation, MDL No. 3166, will be overseen by Chief U.S. District Judge Richard Seeborg in the Northern District of California.
- The decision consolidates 31 existing actions and identifies 48 additional related cases, all alleging that child predators used Roblox to exploit minors.
- Roblox and other defendants opposed centralization, but the JPML rejected their arguments, citing the need for efficiency and consistency in complex discovery and pretrial proceedings.
- Roblox will mandate age verification for chat features, requiring users to either upload an ID or use a video/photo "selfie" for facial age estimation.
- Enforcement of this policy will begin in Australia, New Zealand, and the Netherlands in early December, with a global mandate by early January 2026.
- This initiative is a direct response to multiple lawsuits, state investigations, and public criticism concerning child safety failures on the platform.
- Roblox plans to assign users to one of six age groups and restrict chat capabilities for minors to communication with peers or nearby age groups.
- The company currently has over 151 million daily average users, with roughly one-third of these users being younger than 13.
- Roblox reported Q3 2025 revenue of $1,359.6 million, a 48% increase year-over-year, and bookings of $1,921.8 million, up 70% year-over-year.
- The company posted a consolidated net loss of $(257.4) million for Q3 2025, compared to a net loss of $(240.4) million in Q3 2024, while Adjusted EBITDA was $45.7 million, a 17% decrease from Q3 2024.
- Average Daily Active Users (DAUs) reached 151.5 million in Q3 2025, representing a 70% year-over-year growth, and hours engaged totaled 39.6 billion, an increase of 91% year-over-year.
- Free cash flow for Q3 2025 was $442.6 million, marking a 103% increase from Q3 2024.
- For Q4 2025, Roblox provided revenue guidance between $1,350.0 million and $1,400.0 million, and bookings guidance between $2,000.0 million and $2,050.0 million.
- Roblox reported robust Q3 2025 financial performance, with revenue of $1.36 billion (up 48% year-on-year) and bookings of $1.92 billion (up 70% year-on-year).
- The platform experienced significant user engagement growth, with Daily Active Users (DAUs) reaching 151.5 million (up 70% year-on-year) and hours of engagement at 39.6 billion (up 91% year-on-year).
- The company is making substantial investments in innovation, infrastructure, and safety, which is projected to result in slight margin compression over the next few quarters and incremental CapEx starting in Q4 2025.
- Roblox is focused on expanding its user base, with two-thirds of total DAUs now aged 13 and over, and is leveraging AI and new technologies to broaden game genres and platform capabilities.
- While optimistic about long-term advertising potential, the company remains cautious about its near-term contribution, prioritizing careful integration of features like Rewarded Video.
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