Q2 FY2026
Filed Jul 30, 2026Revenue 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.
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.
Key metrics
as reported| Metric | Value | q/q | y/y |
|---|---|---|---|
| RevenueGAAP | $1.5 billion | – | 36% |
| Revenue, constant currencyother | up 36% year-over-year | – | up 36% year-over-year |
| Bookings growthother | 8% | – | 8% |
| Bookings growth, constant currencyother | up 7% year-over-year | – | up 7% year-over-year |
| Operating cash flowGAAP | $318 million | – | up 60% year-over-year |
| Free cash flowother | $294 million | – | up 66% year-over-year |
| Daily active usersother | over 120 million DAUs | – | – |
| Hours engagedother | over 29 billion Hours | – | – |
| Global DAUs with age-checks completedother | 57% | – | – |
| O18 users among global age-checked usersother | 27% | – | – |
| U.S. O18 DAU growthother | 32% | – | 32% year-over-year |
| U.S. O18 Hours growthother | 27% | – | 27% year-over-year |
| U.S. 18–34 DAU growthother | 42% | – | 42% year-over-year |
| U.S. 18–34 Hours growthother | 37% | – | 37% year-over-year |
| U.S. O18 monetization relative to U18 usersother | over 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
AlphaAI 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.