$RBLX earnings report

Revenue grew 36% year-over-year to $1.5 billion, while bookings growth of 8% landed at the low end of the guidance range amid lower per-hour monetization among younger cohorts in the U.S. and Canada. AlphAI read Roblox's Q2 FY2026 filing as mixed.

Q2 FY2026

AlphAI · Earnings readRBLX · Q2 2026

Revenue grew 36% year-over-year to $1.5 billion, while bookings growth of 8% landed at the low end of the guidance range amid lower per-hour monetization among younger cohorts in the U.S. and Canada.

Mixed quarter

Revenue growth and cash-flow generation remained strong, but bookings growth was at the low end of guidance because of a mix-driven decline in per-hour monetization, compounded by Recommended for You algorithm changes and the disabling of cross-experience game passes.

Revenue
$1.5 billion
36% y/y

Key metrics

as reported
MetricValueq/qy/y
RevenueGAAP$1.5 billion36%
Revenue, constant currencyotherup 36% year-over-yearup 36% year-over-year
Bookings growthother8%8%
Bookings growth, constant currencyotherup 7% year-over-yearup 7% year-over-year
Operating cash flowGAAP$318 millionup 60% year-over-year
Free cash flowother$294 millionup 66% year-over-year
Daily active usersotherover 120 million DAUs
Hours engagedotherover 29 billion Hours
Global DAUs with age-checks completedother57%
O18 users among global age-checked usersother27%
U.S. O18 DAU growthother32%32% year-over-year
U.S. O18 Hours growthother27%27% year-over-year
U.S. 18–34 DAU growthother42%42% year-over-year
U.S. 18–34 Hours growthother37%37% year-over-year
U.S. O18 monetization relative to U18 usersotherover 50% higher

What drove it

  • New user sign-up activity improved throughout the quarter, benefitting from normal seasonality and the reinstatement of Roblox in Russia.
  • Retention of existing users remained stable relative to historical periods.
  • The company cited a greater-than-expected shift of engagement from high-monetizing, 2025-vintage viral games toward new and evergreen games with lower hourly monetization.
  • Updates to the Recommended for You algorithm intentionally provided more impressions for highly retentive games at the expense of near-term monetization.
  • The company said internal testing indicates that longer retention should over time overcome a reduction in hourly monetization.
  • The planned Developer Exchange rate increase rewarding in-game spend from O18 users in the U.S. was launched.
  • The company acquired Morpheus AI to support Roblox Reality and real-time generation-engine development.

Concerns

  • Bookings growth of 8% landed at the low end of the guidance range.
  • Per-hour monetization declined most notably among younger cohorts in the U.S. and Canada.
  • The shift away from high-monetizing, 2025-vintage viral games toward new and evergreen games reduced hourly monetization.
  • Recommended for You algorithm changes had a larger-than-anticipated near-term impact on younger cohorts in Q2.
  • Disabling the sale of cross-experience game passes also negatively affected monetization, though the company described the impact as lesser.
  • Financial outlook figures and full financial statements were not included in the supplied filing text.

What to watch

  • Whether retention gains from the updated Recommended for You algorithm offset near-term pressure on hourly monetization.
  • The pace of age-check adoption, following 57% global DAU penetration and more than 70% penetration in the U.S. and Australia.
  • Growth and monetization of O18 users, which the company said monetize over 50% higher than U18 users in the U.S.
  • Execution of the 2D, single-player, offline, and turn-based gaming expansion.
  • Adoption of Moments and Build as new content discovery and creation tools.
  • The timing and reception of partner game launches planned later this year and on a rolling basis throughout 2027 and beyond.

Balance sheet and cash flow

  • We generated $318 million in operating cash flow, up 60% year-over-year.
  • We generated $294 million in free cash flow, up 66% year-over-year.

Analysis

Roblox reported continued topline growth in Q2 2026, with revenue rising 36% year-over-year to $1.5 billion. Operating cash flow was $318 million, up 60% year-over-year, and free cash flow was $294 million, up 66% year-over-year. The release also reported over 120 million DAUs and over 29 billion Hours, with DAUs and Hours described as largely in line with expectations.

The key shortfall was bookings. Year-over-year bookings growth of 8% landed at the low end of the guidance range. Roblox attributed the result to a decline in per-hour monetization, especially among younger cohorts in the U.S. and Canada. Management identified a greater-than-expected engagement shift from high-monetizing, 2025-vintage viral games to lower-hourly-monetizing new and evergreen games.

Product choices also weighed on near-term monetization. The company said its updated Recommended for You algorithm intentionally traded some near-term monetization for impressions of highly retentive games, with the effect on younger cohorts larger than anticipated in Q2. Disabling cross-experience game-pass sales was another negative factor. Roblox stated that early results from the discovery changes showed a positive lift to long-term retention and engagement, while existing-user retention remained stable relative to historical periods.

The company emphasized audience diversification toward older users. O18 users represented 27% of age-checked DAUs globally, while U.S. O18 DAUs and Hours grew 32% and 27% year-over-year, respectively. U.S. O18 users monetized over 50% higher than U18 users, and the company launched a DevEx rate increase tied to in-game spending from O18 users in the U.S. Roblox is also expanding platform capabilities for 2D, single-player, offline, and turn-based games while pursuing high-fidelity multiplayer gaming through Roblox Reality.

Cash generation was a clear positive, but the supplied text does not include detailed profitability, balance-sheet, capital-return, or forward-outlook figures. The central reported issue for the next period is whether improved retention, broader content, age-check penetration, and an expanding older-user base can offset the current drag from lower per-hour monetization and content-mix changes.

Not in the filing

stated, not guessed
  • Period end date
  • Bookings dollar amount
  • Gross profit and gross margin
  • Operating expenses
  • Operating income or loss
  • Net income or loss
  • GAAP EPS
  • Non-GAAP operating income, net income, and EPS
  • Detailed revenue segments
  • Detailed bookings segments
  • Cash balance
  • Debt balance
  • Capital expenditures
  • Share repurchases
  • Dividends
  • Forward revenue guidance
  • Forward bookings guidance
  • Forward gross-margin guidance
  • Forward operating-expense guidance
  • Forward tax-rate guidance
  • Detailed current-period financial statements
  • Named executive quotes
  • Prior outlook section for guidance comparison

AlphAI analysis generated from the company’s SEC earnings filing (Form 8-K Item 2.02, or Form 6-K for a foreign private issuer). Every figure was cross-checked against the filing text; consensus estimates, price targets and share-price reactions are not shown because they are not in the filing. AI-generated research, not investment advice.

Questions about RBLX earnings dates

When is Roblox's next earnings date?
AlphAI has no confirmed date for RBLX yet. We publish an earnings date only once the company has set it, so this page shows one the day that happens.
Where does the date come from, and why is there no estimate?
A confirmed date comes from the company's own announcement. Many sites fill the gap by adding about 91 days to the last report, but that arithmetic is a guess, and a wrong date costs a reader more than a missing one, so AlphAI shows nothing until the company confirms. Every quarter already on this page is read straight from the SEC filing: an 8-K item 2.02 for US filers, a 6-K earnings release for foreign private issuers.