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    RBLX
    Earnings call· Jun 2026(Q2 FY26)

    Roblox Q2 FY26 earnings call RBLX

    Jul 30, 2026 Source

    Executive summary

    Roblox Q2 FY26 — Bookings Miss, Strong User Growth & AI Investments

    Roblox delivered healthy user and cash flow growth in Q2 FY26, but bookings fell short of internal goals due to monetization weakness in younger cohorts and algorithm changes optimizing for long-term retention. The company is making significant investments in AI, safety, and content diversification, which are expected to create near-term friction but position it for long-term growth, particularly in the 18 and over market.

    Highlights

    5
    • Daily Active Users (DAUs) grew 10% year-over-year to 123 million.

    • Operating cash flow increased 60% year-on-year to $318 million.

    • Free cash flow rose 66% year-over-year to $294 million.

    • Global age-check penetration reached 57%, with U.S. under 18 at 75%.

    • U.S. 18 to 34 cohort DAUs and hours are growing at approximately 40% year-on-year.

    Concerns

    4
    • Bookings grew 8% to $1.6 billion, at the low end of guidance and below internal goals.

    • Q3 bookings are forecast to decline 14% to 18% year-over-year, to between $1.58 billion and $1.65 billion.

    • Monetization per hour was below forecast, particularly with under 13 cohorts, due to content mix shift and discovery algorithm changes.

    • Q3 margin compression is expected from fixed cost deleveraging due to bookings reduction and higher infrastructure costs for AI initiatives.

    Guidance & targets

    5
    CategoryTargetConfidence
    Q3 Bookings
    $1.58 billion to $1.65 billion
    high materiality
    High
    Long-term growth
    in excess of 20%
    high materiality
    High
    Global gaming market share
    10%
    high materiality
    High
    U.S. gaming market share
    well beyond 10%
    high materiality
    High
    Morpheus monetization
    subscription
    medium materiality
    High

    Operational metrics

    19
    Revenue
    $1.5 billionup 36% year-over-year
    Q2 FY26

    Consolidated revenue for the quarter.

    Bookings
    $1.6 billionup 8% year-over-year
    Q2 FY26

    Bookings at the low end of guidance and below internal goal.

    Daily Active Users (DAUs)
    123 millionup 10% year-over-year
    Q2 FY26

    Total DAUs for the quarter.

    Hours engaged
    29 billionup 5% year-over-year
    Q2 FY26

    Total hours engaged on the platform.

    Age-check penetration
    57%
    Q2 FY26

    Global penetration of age-checked users.

    Age-check penetration
    80%
    Q2 FY26

    Age-check penetration in Australia, approaching this level.

    Age-check penetration
    70%
    Q2 FY26

    Age-check penetration in the U.S. and U.K.

    Age-check penetration
    75%
    Q2 FY26

    Age-check penetration for the U.S. under 18 cohort.

    DAU growth
    67%YoY
    Q2 FY26

    Year-over-year DAU growth in Japan.

    DAU growth
    64%YoY
    Q2 FY26

    Year-over-year DAU growth in India.

    Hours growth
    61%YoY
    Q2 FY26

    Year-over-year hours growth in Japan.

    Hours growth
    59%YoY
    Q2 FY26

    Year-over-year hours growth in India.

    Top 10 games hours share
    20%down from 30% three years ago
    Q2 FY26

    Indicates platform content diversification.

    Monetization per hour
    below forecast
    Q2 FY26

    Primary factor impacting bookings performance, due to mix shift and discovery algorithm changes.

    U.S. 18 and up cohort DAUs
    nearly 1/3
    Q2 FY26

    Share of age-checked daily active users in the U.S.

    U.S. 18 to 34 cohort DAUs and hours growth
    approximately 40%YoY
    Q2 FY26

    Year-over-year growth in DAUs and hours for the U.S. 18-34 cohort.

    Q3 margin compression
    about half
    Q3 FY26

    One of two main drivers for expected Q3 margin compression.

    Q3 margin compression
    the other half
    Q3 FY26

    One of two main drivers for expected Q3 margin compression, related to AI-powered initiatives.

    DevEx premium
    50%
    Ongoing

    Premium for developers creating content for the 18+ audience.

    Industry KPIs

    5
    MetricValueDetails
    Paid members subscribers123 millionDAUs
    Member quality and retentionstable
    Addressable market penetration20%of U.S.A. under gaming revenue
    Share buyback capital returned
    Content spend title performance20%of hours

    Product announcements

    6
    ProductTypeDetails
    Age-based Roblox Kids and Select accountslaunch
    Roblox Realityroadmap
    2D tooling and gameplay supportexpansion
    Moments integrationexpansion
    In-Experience Friend Chatlaunch
    Buildlaunch

    Risks & headwinds

    5
    Monetization shortfall in under 13 cohortQ2 FY26, likely to continue in Q3 FY26

    Bookings per hour below forecast, particularly with under 13 cohorts

    Mitigation: Discovery algorithm changes optimizing for long-term retention; improving algorithms using age-check data to better target recommendations.

    Impact of disabling cross-experience game passesQ2 FY26

    Unspecified, but a factor in monetization shortfall

    Fixed cost deleveragingQ3 FY26

    About half of Q3 margin compression

    Mitigation: Expected to be offset by long-term bookings growth.

    Higher infrastructure costs for AI initiativesQ3 FY26, near to medium term

    About half of Q3 margin compression

    Mitigation: Investments in AI-powered initiatives (Build, Roblox Reality, Moments); expected to see leverage as bookings grow due to fixed cost nature of model training.

    Variability and continued platform updatesQ4 FY26

    Wide range of potential outcomes

    Mitigation: Focus on long-term initiatives (discovery, safety, new products like Build and Moments) despite short-term forecasting difficulty.

    What to watch in Q3 FY26

    5

    Monetization per hour for under 13 cohorts

    Next quarter
    CurrentBelow forecast
    TargetImprovement / stabilization

    Why it matters

    This was the primary factor impacting Q2 bookings and is expected to continue into Q3. Improvement is key for overall bookings growth.

    Monetization, however, as measured in bookings per hour, was below our forecast, particularly with under 13 cohorts and was the primary factor impacting our bookings performance.

    Q&A highlights

    7

    What should investors watch for regarding the long-term vision and when engagement headwinds from algorithm changes will peak? What drives Q3 user growth?

    Dave highlighted watching frequency in U18, subscription for U18 (with increased tokens for Build), and continued comms platform rollout. For 18+, watch growth rates and content retention. Naveen clarified that engagement is good; the weakness is in monetization, which will continue. Q3 DAU trends benefit from seasonality and Russia unblocking.

    We're actually pretty happy with the engagement trends that we've seen. I talked about some of the health that we've seen in sign-ups, retention, et cetera. So engagement looks good. The weakness that we saw that was inconsistent with what we expected when we put our original plans together for the quarter was really around monetization.

    asked by Matthew Cost · answered by David Baszucki

    3 min read7 chapters

    Detailed Narrative

    01

    Safety and Age Verification Progress

    Roblox has made significant progress in age-checking all users and limiting chat to age-verified individuals, with global age-check penetration reaching 57%. This initiative has seen strong adoption in key markets, such as the U.S. and U.K. at 70%, and U.S. under 18 at 75%. The company believes accurate age data, combined with age-banded communication and new comms products, amplifies its conviction in the platform's long-term growth potential by enhancing safety and user experience.

    02

    Discovery Algorithm Shift for Long-term Retention

    Roblox strategically shifted its discovery algorithms to focus on long-term retention, which has impacted monetization, particularly in the U.S. under 13 cohort. This change prioritizes quality, stickier engagement games over those emphasizing short-term monetization, leading to a lower frequency of impressions for the latter. While this caused a greater-than-anticipated short-term monetization shortfall in Q2, internal testing suggests the benefits of higher retention will ultimately outweigh these near-term impacts, compounding into future growth.

    03

    Content Diversification and User Engagement

    The platform is experiencing increased content diversification, with the share of hours accounted for by the top 10 games decreasing from 30% three years ago to approximately 20% today. This indicates a broader range of engaging content. New user sign-up activity improved throughout Q2, benefiting from seasonality and the reinstatement of Roblox in Russia, while retention of existing users remained stable, and engagement hours met expectations.

    04

    Expansion into the 18 and Over Market

    Roblox is actively targeting the 18 and over market, which constitutes 80% of the $200 billion global gaming market. The U.S. 18 and up cohort now represents nearly one-third of age-checked daily active users, with the U.S. 18 to 34 cohort showing strong growth of approximately 40% year-on-year in both DAUs and hours. The company believes it can replicate its success with under 18 users in this older demographic by improving product-market fit and leveraging paid acquisition.

    05

    Roblox Reality and 2D Content Expansion

    The company is expanding the types of games supported on its platform, including the announcement of 'Roblox Reality' to bring photorealistic multiplayer experiences to the masses. Simultaneously, Roblox is doubling down on support for 2D tooling and gameplay, ranging from puzzle games to strategy, which it had previously held back on. This dual focus aims to broaden the spectrum of possible experiences on Roblox, from hyper-realistic 3D to diverse 2D formats.

    06

    Moments Integration and Enhanced Communication

    Roblox is integrating 'Moments,' a short-form video feed, into its homepage for 16 and up users, currently testing in Canada, New Zealand, and Singapore. This feed will expand to include influencer video and live gameplay, with early tests showing substantial gains in user retention. Additionally, the company is committed to building high-quality integrated voice, video, and text communication, with 'In-Experience Friend Chat' deploying in Q3, aiming to provide safer and more immersive connections.

    07

    AI-Powered Game Creation with Build

    Roblox announced 'Build,' an extension of its vision for everyone to be a game builder, leveraging generative AI models to create a conversational interface. This tool allows users to describe and shape playable experiences in minutes, fully integrated with Roblox Studio. Already live in New Zealand, Build is seeing a large volume of creations, fulfilling the company's goal of accelerating game creation and empowering a broader base of creators.

    AI-generated summary of the company’s earnings call. Not investment advice.