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Roblox (RBLX) Q2 FY26 earnings call: guidance and Q&A

Earnings call· Jun 2026 (Q2 FY26)· Information Technology· Jul 30, 2026

Source: earnings call transcript

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

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

RBLX operating KPIs by quarter

RBLX operating KPIs stated on its earnings calls, by fiscal quarter
KPI Dec 2024 Q4 FY24 Mar 2025 Q1 FY25 Jun 2025 Q2 FY25 Sep 2025 Q3 FY25 Dec 2025 Q4 FY25 Mar 2026 Q1 FY26This call Jun 2026 Q2 FY26Change vs prior quarter
Daily active users (DAU) —
97.8M Q1 DAUs, 97.8 million, just shy of 100 million DAUs, up 26% year-on-year. Source: earnings call transcript
111.8M Our Q2 DAUs were 111.8 million, up 41% year-on-year. Source: earnings call transcript
151.5M In Q3, our DAUs hit 151.5 million. Source: earnings call transcript
—
132M We also saw year-over-year user and engagement growth, DAUs of 132 million, up 35% year-over-year and DAUs outside of the US and Canada grew 40%. Source: earnings call transcript
123M We finished the quarter with 123 million DAUs, up 10% year-over-year, and hours grew 5% to 29 billion. Source: earnings call transcript
-6.8%
Daily active users over 13 share
61%+ Also highlighting, as we continue to expand the range of the ages on our platform, over 61% of our total DAUs are over 13, and over 13 saw 26% year-on-year growth. Source: earnings call transcript
62% And now our DAUs are at 62% over 13. Source: earnings call transcript
64%+ Over 64% of our DAUs total are now over 13. Source: earnings call transcript
—————
Hours of engagement
18.7B Hours, 18.7 billion hours of engagement in Q4, up 21% year-on-year; similar, plus 50% in India and Japan. Source: earnings call transcript
21.7B On hours, we hit 21.7 billion hours in Q1. Source: earnings call transcript
27.4B On hours engaged in Q2, we had 27.4 billion hours, up 58% year-on-year. Source: earnings call transcript
39.6B Hours had similar strength, hitting 39.6 billion hours of engagement in Q3. Source: earnings call transcript
—
31B DAUs in Japan grew 96% year-on-year in Q1 and DAUs in India grew 84% Hours Engaged were at 31 billion, up 43% year-over-year. Source: earnings call transcript
29B We finished the quarter with 123 million DAUs, up 10% year-over-year, and hours grew 5% to 29 billion. Source: earnings call transcript
-6.5%
Developer Exchange fees shared
$280M We shared over $922 million with the developer community in 2024; and in Q4, we shared $280 million through DevEx, which is up 27% year-on-year. Source: earnings call transcript
$281M DevEx was up 39% year-on-year in Q1 at $281 million. Source: earnings call transcript
$316.4M In Q2, DevEx was $316.4 million. Source: earnings call transcript
$427.9M And in Q3 through DevEx, we hit $427.9 million of DevEx, up 85%, a new record. Source: earnings call transcript
$477M And in Q4, DevEx was at $477 million, which was up 77 -- or 7-0% year-on-year. Source: earnings call transcript
——+11.5%
Monthly unique payers ——
23.4M Monthly unique payers in Q2 were 23.4 million, up 42%. Source: earnings call transcript
35.8M Our monthly unique payers continues to be strong at 35.8 million, up 88% year-on-year. Source: earnings call transcript
<37M Quarterly -- monthly unique payers were nearly 37 million, which is close to a double from a year ago and up sequentially. Source: earnings call transcript
31M Monthly unique payers increased to 31 million, up 52% compared to a year ago. Source: earnings call transcript
——

Operating figures the company stated on at least two of the calls shown, checked against each call's transcript. Click a figure to read the sentence. A dash means it was not stated that quarter.

Product announcements

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

Risks & headwinds

Monetization shortfall in under 13 cohort Q2 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 passes Q2 FY26

Unspecified, but a factor in monetization shortfall

Fixed cost deleveraging Q3 FY26

About half of Q3 margin compression

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

Higher infrastructure costs for AI initiatives Q3 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 updates Q4 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

Monetization per hour for under 13 cohorts

Next quarter
Current Below forecast
Target Improvement / 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.

Find out whether RBLX delivers this. Inve re-checks your case every morning.

Q&A highlights

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 read 7 chapters

Detailed narrative

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.

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.

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.

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.

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.

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.

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.

Summary of the company's earnings call; see how call summaries are prepared. Not investment advice.