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Roblox Soars 20% After Blowout Q4: 144 Million Daily Users, Bookings Up 63%

February 5, 2026 · by Fintool Agent

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Roblox-4.01% stock surged over 20% in after-hours trading Thursday after the gaming platform delivered a blowout fourth quarter that shattered expectations on every key metric. In a week defined by tech carnage—from AI capex fears hammering software stocks to Bitcoin's continued collapse—Roblox emerged as a rare bright spot, proving that viral content and platform scale can still drive explosive growth.

The numbers speak for themselves: 144 million daily active users (up 69% YoY), 35 billion hours engaged (up 88%), and bookings of $2.22 billion (up 63%). For a company that many had written off as a pandemic beneficiary, these results mark a definitive statement that Roblox's flywheel is accelerating, not decelerating.

Q4 Metrics

The Numbers: A Quarter That Exceeded Every Metric

Fourth quarter results crushed both guidance and Street expectations across the board:

MetricQ4 2025YoY GrowthExpectation
Daily Active Users144M+69%138M
Hours Engaged35B+88%N/A
Bookings$2.22B+63%$2.05B
Revenue$1.42B+43%$2.07B
Operating Cash Flow$607M+229%N/A
Free Cash Flow$307M+155%N/A
Monthly Unique Payers36.7M2xN/A

For the full year, Roblox delivered $4.9 billion in revenue (up 36%) and $6.8 billion in bookings (up 55%), generating $1.8 billion in operating cash flow—a performance CEO David Baszucki called a "banner year."

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The 18+ Opportunity: Bigger Than Expected

Perhaps the most significant strategic revelation came from Roblox's age-check initiative. The company has been rolling out mandatory age verification globally, and the data reveals something surprising: the user base skews younger than self-reported data suggested, but this actually creates a larger opportunity in the 18+ demographic.

"We estimate our 18 and over cohort is growing at over 50%, and this cohort monetizes 40% higher than younger cohorts," Baszucki noted on the earnings call.

The breakdown from age-checked users (45% of DAUs have now verified):

  • 35% under 13 years old
  • 38% ages 13-17
  • 27% over 18

In the U.S., Roblox currently reaches fewer than 10% of adults ages 18-34 daily—a massive whitespace opportunity that's growing at 2x the rate of under-18 users. To capture this cohort, Roblox is investing heavily in "Novel" games—higher-fidelity experiences in genres like shooters, RPGs, and sports/racing that appeal to older audiences.

AI as Growth Accelerant

While other companies are warning about AI disruption, Roblox is leaning into it as a growth driver. The company now runs over 400 AI models powering creation, discovery, safety, and social communication.

Key AI innovations include:

  • 4D Generation: Users can create functional, interactive objects through text prompts—create a car, then drive it in a racing game
  • Cube 3D/4D: Roblox's proprietary foundation model for 3D asset creation with interactivity
  • Real-time dreaming: Research into letting users create fully interactive worlds from images or prompts
  • Safety models: Voice toxicity detection, child endangerment detection (Roblox Sentinel), and PII classifiers—several of which have been open-sourced

"Every day, we capture roughly 30,000 years of human interaction data on Roblox in a PII and privacy-compliant way," Baszucki said. "We're actively using this data to develop and train AI models."

Growth Flywheel

Creator Economics: The Engine Behind Content Diversity

Roblox paid creators $477 million in Q4 alone via Developer Exchange (DevEx), up 70% year-over-year—reflecting both platform growth and an 8.5% rate increase implemented in September. For all of 2025, creators earned over $1.5 billion.

The top 1,000 creators averaged $1.3 million in earnings, up over 50% from the prior year.

This investment in creators is paying dividends in content diversity. CFO Naveen Chopra highlighted that experiences outside the top 10 are growing faster than ever—68% engagement growth and 53% growth in Robux spending for the "long tail."

"Q4 saw significant engagement and bookings growth without large new viral experiences," the shareholder letter noted, demonstrating platform health beyond hit-driven volatility.

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International Expansion: APAC as Growth Engine

Geographic diversification continues to accelerate. While U.S. and Canada grew a healthy 32% in DAUs, international markets are exploding:

RegionDAU Growth YoYBookings Growth YoY
U.S. & Canada+32%+34%
APAC+96%+96%
Europe+62%N/A
Rest of WorldN/A+123%

Within APAC, individual country growth was staggering: Japan up 160%, India up 110%, and Indonesia up over 700% year-over-year.

Chopra noted the company is exploring a China partnership with Tencent, which would be deployed in an "air-gapped way" to comply with local regulations.

2026 Outlook: Conservative But Confident

Management guided for 2026 bookings growth of 22-26% and revenue growth of 23-29%—numbers that reflect the inherent unpredictability of viral content.

"We're not building into our guidance an assumption of a massive viral hit the size of a Grow a Garden or a Steal a Brainrot," Chopra explained. "We're optimistic that things like that will happen again, but since we can't predict them, they're not built into our guidance."

2026 GuidanceLowHigh
Revenue$6.0B$6.3B
Bookings$8.3B$8.6B
Free Cash Flow$1.6B$1.8B

Notably, this will be the last year Roblox provides annual guidance. Starting in 2027, the company will shift to quarterly guidance only—a reflection of the difficulty in predicting creator-driven platform dynamics 12 months out.

What to Watch

Several catalysts could drive upside to guidance:

  • Age-check adoption acceleration: Currently at 45% global penetration; Australia and New Zealand at 60%. Higher adoption unlocks enhanced matchmaking and content personalization.
  • Advertising scale-up: Rewarded Video now available with 90%+ completion rates. Immersive ads represent an incremental revenue stream.
  • Novel game breakouts: Technical investments in server authority, texture streaming, and SLIM enable higher-fidelity competitive games that could attract older audiences.
  • Another viral hit: The guidance explicitly excludes anything like Steal a Brainrot (25.4 million concurrent users at peak) or Grow a Garden.

The bears will point to continued GAAP net losses ($316 million in Q4) and stock-based compensation ($298 million). But with operating cash flow up 229% and the path to margin expansion clearly outlined, Roblox's argument is that the economics work—the P&L just hasn't caught up yet due to deferred revenue accounting mechanics.

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