
RBLX · NYSE
Reports Oct 29, 2026, after the close.
Consensus is -$0.41 EPS for Sep 2026 across 8 estimates, ranging -$0.47 to -$0.28.
Roblox’s Q2 was a strong GAAP revenue and cash-flow quarter, but a weaker bookings and monetization print. Revenue of $1.469 billion grew 36% year over year from $1.081 billion and increased about 2% sequentially from $1.44 billion in Q1. Diluted EPS of $(0.26) beat the $(0.33) consensus estimate by $0.07, while net loss attributable to common stockholders improved to $183 million from $278 million a year ago and $246 million in the prior quarter. Operating loss narrowed to $229 million from $322 million a year ago and $294 million in Q1.
The central issue was the gap between engagement and monetization. DAUs reached 123 million, up 10% year over year, and hours increased 5% to 29 billion, but bookings grew only 8% to $1.557 billion. Management attributed the shortfall to engagement shifting away from high-monetizing viral games, changes to the Recommended for You algorithm that favor longer-term retention, and the removal of cross-experience game-pass sales. Roblox is accepting near-term pressure while investing in age checks, safety, AI creation tools, discovery and older-user content. Q3 guidance makes the trade-off explicit: revenue is expected to grow 4% to 10%, while bookings decline 14% to 18% and free cash flow ranges from negative $60 million to positive $5 million.
Bookings were $1.557 billion, up 8% year over year from $1.438 billion. The result was at the low end of the company’s guidance range, despite strong payer growth: average monthly unique payers rose 15% to 27 million, while payers outside the U.S. and Canada increased 23%. The issue was not primarily audience scale, but lower monetization of engagement.
Engagement remained resilient against difficult comparisons. DAUs rose 10% year over year to 123 million and hours engaged increased 5% to 29 billion. International markets were the main growth engine: DAUs in Japan and India rose 67% and 64%, respectively, while U.S. and Canada DAUs grew 6%. Russia was reinstated in June, helping sequential trends but reducing reported year-over-year DAU and hours growth by roughly three percentage points.
Roblox is using AI as a long-term content and infrastructure investment rather than a near-term margin lever. Build, now in public alpha in New Zealand for users aged nine and above, lets users create playable games from prompts in the mobile app. AI adoption among the top 1,000 and top 10,000 creators increased about 15 percentage points sequentially, and creators using the Studio Assistant rose 20% sequentially.
Age-check penetration reached 57% of global DAUs by quarter-end, with the U.S. and Australia above 70% and a long-term goal of 90%. Roblox Kids and Select accounts launched in June and now provide access to about 30,000 games, nearly 50% more than at launch. On-platform communications also began recovering after earlier age-check-related declines, with Global Chat reaching an average of 30 million daily messages in June.
Cash generation materially improved even as Roblox remained GAAP loss-making. Adjusted EBITDA rose to $152 million from $18 million a year ago, operating cash flow reached $318 million versus $199 million, and free cash flow was $294 million versus $177 million. The company ended June with $6.1 billion of cash, cash equivalents and investments, up $1.4 billion year over year.