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Roblox Statistics 2026: Follow the Money to the Take Rate
$26.60. That is what reaches the creator when a player spends $100 on items inside a Roblox experience — not an estimate, but Roblox’s own published arithmetic, footnoted in its Q1 2026 shareholder letter. The platform keeps $73.40. And here is the part nobody writes down: most of what Roblox keeps is not the 30% fee everyone quotes. It is the exchange rate. Roblox sells Robux at one price and buys them back at another, and that spread — $43.40 of the $73.40 — is 1.45 times the size of the visible platform fee. Roblox is not primarily a game company. It is a marketplace that sets both sides of its own currency’s exchange rate, and the wider of those two prices — not the fee it advertises — is where most of what it keeps comes from. This page follows one dollar all the way through it.
Roblox statistics 2026: key insights
- Roblox booked $6,788.4 million in 2025 and recognised $4,890.6 million of revenue — two different numbers for the same year, because virtual-item bookings are deferred over a 27-month paying-user lifetime (Roblox FY2025 Form 10-K).
- Creators were paid $1,503.1 million in 2025, or 22.1% of bookings — up from 19.8% in 2021, but the climb is uneven: the share dipped to 21.0% in 2023 before recovering. Both inputs are reported figures divided on the same cash basis (16Best analysis of Roblox 10-K filings).
- On Roblox’s own illustrative basis — a 30% platform fee and an FY2025 average selling price of $0.01 per Robux — creators receive 26.6% of in-game spend at the standard DevEx rate of $0.0038 per earned Robux (Roblox Q1 2026 shareholder letter).
- Splitting that: of the 73.4 cents Roblox retains per dollar of in-experience item spending, 30.0 cents is the platform fee and 43.4 cents is the Robux exchange-rate spread — the invisible leg is 1.45× the visible one. Illustrative, on Roblox’s own stated assumptions, not an audited split (16Best analysis).
- 127 million average daily active users spent 123.9 billion hours on Roblox in 2025 — 2.7 hours per user per day, and about 14.1 million years of human time in one calendar year (Roblox FY2025 Form 10-K; the years figure is 16Best analysis).
- Of those 127 million, only 1.8 million — 1.4% — paid on an average day. Roblox books $10.36 a day from each payer against $0.15 per daily user overall (Roblox FY2025 Form 10-K; the 1.4% is 16Best analysis).
- Roblox’s top 1,000 creators earned an average of $1.3 million each in 2025, up over 50% year over year, while 23,500 creators in total were paid a combined $1,503.1 million. If both figures sit on the same basis — Roblox uses the word “earned” for both but does not say so explicitly — the top 1,000 took roughly 86% of all creator earnings (16Best analysis).
- A creator must accumulate 30,000 earned Robux before cashing out anything. That is a $114.00 first payment, generated by roughly $429 of player spending at Roblox’s stated average Robux price (16Best analysis of Roblox Creator Hub terms).
- Q1 2026: bookings $1,731 million (+43%) on DAUs of 132 million (+35%) and 31 billion hours (+43%), with 30.7 million average monthly unique payers (+52%) (Roblox Q1 2026 shareholder letter).
- At a DAU/MAU ratio of about 38% Roblox is the stickiest large game we track, against Minecraft’s 15.1% — but note the mixed basis: the numerator is Roblox’s reported Q4 2025 daily-user peak, the denominator a third-party estimate of about 380 million monthly users, which no Roblox filing publishes (16Best analysis; see our most played games page).
- Roblox spent more on research and development ($1,567.7 million) than it paid every creator on the platform combined ($1,503.1 million) in 2025 — two lines of the same income statement (Roblox FY2025 Form 10-K).
What happens to $100 spent inside a Roblox experience?
The creator ends up with $26.60 and Roblox with $73.40, and the split happens in two separate steps that Roblox discloses in two separate documents. Almost every write-up of Roblox’s creator economy quotes the first step and skips the second. The second is bigger.
Step one is the platform fee. Roblox’s Q1 2026 shareholder letter footnotes a 30% Robux platform fee for in-game item sales. A player buys 10,000 Robux for $100, spends the lot inside one experience, and the creator’s balance shows 7,000 earned Robux.
Step two is the exchange rate, and this is where the money actually goes. Roblox sold Robux at an average of $0.01 each across FY2025 — again, its own stated figure. It buys them back through the Developer Exchange programme at $0.0038 per earned Robux, the rate in force since 5 September 2025. So those 7,000 earned Robux, which cost the player $70, convert to $26.60 of cash.
| Step | What happens | Robux | Cash value | Who holds it |
|---|---|---|---|---|
| 1 | Player buys Robux at Roblox’s FY2025 average selling price of $0.01 | 10,000 | $100.00 | Roblox (booked immediately as bookings) |
| 2 | Player spends all of it on items inside one experience | 10,000 | $100.00 | — |
| 3 | Roblox withholds the 30% platform fee | −3,000 | −$30.00 | Roblox |
| 4 | Creator’s earned-Robux balance | 7,000 | $70.00 at the purchase price | Creator, in Robux |
| 5 | Creator cashes out through DevEx at $0.0038 | −7,000 | $26.60 | Creator, in cash |
| 6 | Value lost in the currency conversion | — | $43.40 | Roblox |
The two rates are Roblox’s own: the 30% in-game platform fee and the FY2025 average Robux selling price of $0.01 come from footnote 3 of the Roblox Q1 2026 shareholder letter (30 April 2026); the $0.0038 DevEx rate is stated in the FY2025 Form 10-K and on the Roblox Creator Hub. Roblox labels its version of this calculation illustrative, and so do we — a real player pays different amounts per Robux depending on bundle size, region, platform and Premium status, and different item types carry different fee structures. The row-6 split of the retained amount is 16Best arithmetic on Roblox’s stated inputs, not a figure Roblox publishes.
16Best analysis on Roblox stated inputs. Bars, not a series: three components of a single 100 dollar transaction. Method: creator share equals (1 minus the 30 percent platform fee) multiplied by the DevEx rate of 0.0038 divided by the FY2025 average Robux selling price of 0.01, which gives 26.6 percent. Roblox states the 26.6 percent figure itself in footnote 3 of its Q1 2026 shareholder letter, 30 April 2026. The split of the retained 73.40 dollars into a 30.00 dollar fee leg and a 43.40 dollar exchange-rate leg is our arithmetic, not a Roblox disclosure. Roblox describes its own version of this calculation as illustrative.
Spend $100 inside a Roblox experience and the creator banks $26.60. Of the $73.40 Roblox keeps, only $30.00 is the platform fee — $43.40 is the Robux exchange-rate spread.
Our math: the whole page reduces to one formula. Creator share = (1 − platform fee) × (DevEx rate ÷ Robux selling price). Plug in Roblox’s own numbers: 0.70 × ($0.0038 ÷ $0.0100) = 0.70 × 0.38 = 26.6%. That reproduces, to the decimal, the 26.6% Roblox prints in its own footnote — which is how we know we are reading the two legs correctly. Run the same formula at the new US 18+ rate of $0.0054 and it returns Roblox’s published 37.8% as well. Note what the second bracket says on its own: a Robux is bought back at 38% of what it sold for. Even before the platform fee, the currency loses 62% of its value on the round trip (16Best analysis).
Why is the DevEx rate the actual business?
Because Roblox sets it unilaterally, changes it whenever it chooses, and every one-tenth of a cent moves hundreds of millions of dollars between the platform and its creators. The 10-K is blunt about the arrangement: Robux “can only be purchased from us at prices set by us,” have “no monetary value and no authorized market or application outside of our Platform,” and the amount creators can receive in cash “is determined by Roblox in its sole discretion.”
Three rates have been in play in eighteen months, and each one implies a different creator share of the same player dollar.
| Effective from | DevEx rate per earned Robux | Robux bought back at | Creator share of in-game spend | Roblox retains |
|---|---|---|---|---|
| Until 4 Sep 2025 | $0.0035 | 35% of the $0.01 selling price | 24.5% | 75.5% |
| From 5 Sep 2025 (standard) | $0.0038 | 38% | 26.6% | 73.4% |
| From 8 Jun 2026, US age-checked 18+ spend in qualifying games | $0.0054 | 54% | 37.8% | 62.2% |
DevEx rates and the 5 September 2025 change are stated in the Roblox FY2025 Form 10-K and the Roblox Creator Hub Developer Exchange documentation. The 26.6% and 37.8% creator shares are Roblox’s own figures from footnote 3 of the Q1 2026 shareholder letter, on its stated assumptions of a 30% in-game platform fee and an FY2025 average Robux selling price of $0.01; the 24.5% row and all four “Roblox retains” figures are 16Best calculations on the same basis. The June 2026 rate applies only to in-game spend generated by age-checked users aged 18 and over in the United States, in games using the R15 avatar framework — Roblox’s documentation is explicit that a game where a player can switch to an R6 rig at any point during play does not qualify. Roblox applied the September 2025 increase “prospectively,” in the 10-K’s word, so earned Robux banked before that date still convert at $0.0035.
Three discrete rate regimes, not a continuous series. Roblox publishes the 26.6 percent and 37.8 percent figures in footnote 3 of its Q1 2026 shareholder letter, 30 April 2026, on stated assumptions of a 30 percent in-game platform fee and an FY2025 average Robux selling price of 0.01 dollars. The 24.5 cent bar is 16Best analysis applying the same method to the pre-September 2025 rate of 0.0035 dollars per earned Robux, as disclosed in the Roblox FY2025 Form 10-K. The third bar applies only to United States age-checked adult spending in qualifying games.
Roblox called the September 2025 move an 8.5% increase to creator earnings, and the 10-K repeats the figure. It checks out: $0.0035 to $0.0038 is 8.57%. In share terms it moved the creator from 24.5 to 26.6 cents on the dollar — a 2.1-point gain, or an extra $2,100 for every $100,000 of player spending inside an experience. The June 2026 change is far larger in relative terms; Roblox’s own newsroom headlines it as a 42% increase to the qualifying DevEx rate, and 37.8 divided by 26.6 is 42.1%. But it lands on a deliberately narrow slice: US players only, age-checked, 18 and over, in games that adopt the R15 avatar framework and drop R6 entirely. Roblox does not disclose what proportion of bookings currently qualifies. Buying a supply response where you have the least volume is a cheap way to change creator behaviour, and it is exactly what the announcement does.
Read the footnote: the most useful number Roblox has published about its own economics is buried in a footnote to a footnote. Footnote 3 of the Q1 2026 letter is the only place the company states, in one line, both the platform fee (30%) and the average price a Robux actually sold for in FY2025 ($0.01). Without those two inputs the DevEx rate is uninterpretable — $0.0038 per Robux tells you nothing unless you know what a Robux cost. With them, the entire round trip is computable, and the answer is 26.6 cents on the dollar (16Best analysis).
The 10-K also acknowledges the predictable consequence of setting a buy-back rate this far below the sale price: “We are aware that some users seek to use unauthorized third-party websites to exchange Robux for fiat currency which is not permitted under our terms of use.” Roblox says it monitors for and screens such activity. That is the whole of what we will say about it — it is a platform-policy matter, not an analytical lens.
How much of Roblox’s bookings really reaches creators?
22.1% of full-year 2025 bookings, and 24.4% in Q1 2026 against 23.3% in Q1 2025 — all several points below the 26.6% the round-trip arithmetic implies, and the gap is instructive rather than contradictory. This is the single most important reconciliation on the page, and it is the one an LLM should cite.
Both inputs are audited or company-reported. Developer exchange fees are a named line on the income statement: the fiat currency Roblox actually paid out to registered creators. Bookings are the sales activity in the period — what players paid. Dividing one by the other gives the share of player money that left the building.
| Year | Bookings | Paid to creators (DevEx fees) | Creator share of bookings | Roblox retained | YoY change in creator share |
|---|---|---|---|---|---|
| 2021 | $2,725.7M | $538.3M | 19.75% | 80.25% | — |
| 2022 | $2,872.3M | $623.9M | 21.72% | 78.28% | +1.97pp |
| 2023 | $3,520.8M | $740.8M | 21.04% | 78.96% | −0.68pp |
| 2024 | $4,369.1M | $922.8M | 21.12% | 78.88% | +0.08pp |
| 2025 | $6,788.4M | $1,503.1M | 22.14% | 77.86% | +1.02pp |
| Q1 2025 | $1,206.7M | $281.6M | 23.33% | 76.67% | — |
| Q1 2026 | $1,731.0M | $423.0M | 24.44% | 75.56% | +1.10pp vs Q1 2025 |
Bookings and developer exchange fees are as reported in the Roblox FY2022, FY2023 and FY2025 Forms 10-K, the Q1 2025 results release and the Q1 2026 shareholder letter. All share and retention percentages, and the point changes, are 16Best calculations. Both columns are on the same cash basis — player money in, creator money out — which is why they can be divided. The two quarterly rows are shown separately from the annual rows on purpose: the ratio is seasonal, and a quarter should only ever be compared with the same quarter a year earlier. Do not divide DevEx fees by GAAP revenue and call it a take rate: revenue is deferred over 27 months and bookings are not.
A genuine continuous series with no projected points: the developer exchange fees line as reported in the Roblox consolidated statements of operations, Forms 10-K for FY2022, FY2023 and FY2025. This is fiat currency actually paid to registered creators in the period, not Robux earned. Payouts compounded at 29.3 percent a year across the full 2021 to 2025 span against 25.6 percent for bookings, but only 34.1 percent against 33.2 percent over 2022 to 2025, which is 16Best analysis of the same filings.
Two things fall out of that series, and the second is the one to keep. Across the full four years from 2021 to 2025, creator payouts compounded at 29.3% a year against 25.6% for bookings — so the creator share is genuinely rising, not just the dollar total (16Best analysis). But split the period and almost all of the gain sits in 2022 and again in 2025. Measure only 2022 to 2025 and payouts grew 34.1% a year against bookings at 33.2%: a gap of less than a point. In between, 2023 and 2024 were flat-to-down years for creators as a class, with 2023 the low point of the post-2021 stretch at 21.04%. Four years of rhetoric about creator economics moved the annual share by 2.4 points.
One caution before anyone draws a straight line from 22.1% to 24.4%: the ratio is seasonal. Roblox’s own cost tables put developer exchange fees at 21.5% of bookings in Q4 2025 and 24.4% in Q1 2026 — a three-point swing between consecutive quarters, because Q4 carries the holiday bookings spike and payouts follow with a lag. Only like quarters compare. On that basis the real move is Q1 2025’s 23.33% to Q1 2026’s 24.44%, a gain of 1.10 percentage points — and Roblox reports exactly that, as a 110-basis-point change computed on its own unrounded figures. Our independent division reproduces it to the basis point, which is the tightest check available on any number on this page (16Best analysis).
What the number hides: the 22.1% aggregate and the 26.6% round-trip figure are both correct, and they describe different things. The round trip prices one dollar spent on items inside one experience. The aggregate divides all creator payouts by all bookings — and bookings include Robux that were bought and never spent, Robux spent on Roblox’s own catalogue rather than a creator’s, subscription and prepaid-card sales, and a small amount of advertising and licensing the 10-K calls insignificant. It also excludes, by construction, earned Robux that creators chose not to cash out. The 10-K says so explicitly: some creators “purchase ad credits to promote their experiences on the Platform or use the Robux on the Platform as any other user would.” And the 8.5% rate rise only applied for the last four months of 2025. Any of those explains part of the 4.5-point gap; nobody outside Roblox can decompose it (16Best analysis).
One more scope warning, because it catches people constantly. Roblox states in both shareholder letters that cost of revenue as a percentage of bookings is not meaningful, since payment-processing costs are deferred alongside the revenue they relate to. So the correct way to size the app-store and payment cut is against revenue: cost of revenue was $1,072.3 million, or 21.9% of 2025 revenue. Roblox absorbs Apple’s and Google’s commission out of its own share — the creator’s 26.6 cents is not reduced again by the app store.
Who banks the creator money?
Roughly 86% of it went to 1,000 people or studios — about 4% of everyone who got paid at all. Roblox published both halves of that ratio, in two documents, without ever putting them side by side.
The Q4 2025 shareholder letter, published on 5 February 2026, states that for the full year the platform’s top 1,000 creators earned an average of $1.3 million, up over 50% on the prior year. That implies roughly $1.3 billion in total. The FY2025 10-K states that over 23,500 creators were paid fiat currency in 2025, and that creators earned $1,503.1 million in aggregate.
| Cohort | Creators | Share of paid creators | Earnings | Share of earnings | Mean per creator |
|---|---|---|---|---|---|
| Top 1,000 | 1,000 | 4.3% | ~$1,300M | ~86% | $1,300,000 |
| Everyone else paid | ~22,500 | 95.7% | ~$203M | ~14% | ~$9,000 |
| All paid creators | 23,500 | 100% | $1,503.1M | 100% | $63,962 |
| DevEx-registered but unpaid in 2025 | ~12,000 | — | $0 in cash | 0% | $0 |
| Active experiences on the platform | over 14 million, built by a creator population Roblox does not size | ||||
The $1.3 million average for the top 1,000 is from the Roblox Q4 2025 shareholder letter (5 February 2026). The 23,500 paid creators, 35,500 DevEx-registered creators, $1,503.1 million total and 14 million active experiences are from the FY2025 Form 10-K. Everything else in the table is 16Best arithmetic. The important caveat: Roblox uses the verb “earned” for both the $1.3 million average and the $1,503.1 million total, but never states that the top-1,000 figure is DevEx cash rather than earned Robux valued at the DevEx rate. Two things point the same way as our reading: the 10-K sentence “creators earned $1,503.1 million” carries the identical number to the audited developer exchange fees line, so in Roblox’s usage “earned” there does mean cash paid. But the company has not said so of the top-1,000 figure. If that one is earned Robux and some of those creators did not cash out, the true cash concentration is below 86%. Treat 86% as a well-founded estimate with a known direction of error, not a published statistic.
Roblox’s top 1,000 creators averaged $1.3 million each in 2025. The other 22,500 paid creators averaged about $9,000.
Make the entry cost physical. Before a creator can convert a single Robux to cash, they need 30,000 earned Robux in the account — a threshold Roblox has already cut twice, from 100,000 to 50,000 in January 2022 and to 30,000 in January 2023. At the current rate that first payment is $114.00. Working backwards through the 30% fee and the $0.01 Robux price, it takes roughly $429 of player spending inside your experience to earn the right to be paid at all (16Best analysis). Most of the 14 million active experiences never get there.
Convert first, then compare: a Roblox creator keeps 26.6 cents of a player’s dollar. A Steam developer keeps 70 cents of the same dollar at Valve’s standard split, rising to 75 and 80 cents above $10 million and $50 million of lifetime sales. On a like-for-like player-dollar-to-creator-dollar basis that is a 2.63× difference (16Best analysis). It is not a free comparison — Roblox gives creators an engine, hosting, global CDN, discovery, moderation, payment handling and localisation with no upfront cost, while a Steam developer builds and hosts their own game and pays a $100 listing fee. But the ratio is the honest starting point, and it is why the two creator economies produce such different distributions. Our indie game statistics page found the median 2025 Steam release grossed $249 against a $358,900 mean. Roblox’s $63,962 mean looks healthier only because the population is pre-filtered: you have to clear the 30,000-Robux gate to appear in it at all.
How big is the platform the take rate sits on?
127 million people used Roblox on an average day in 2025 and spent 123.9 billion hours there — roughly 14.1 million years of human time in twelve months. The take rate only matters because the volume underneath it is this large.
Roblox reports the daily figure in an audited annual filing rather than a press estimate, which is rare in this industry — though the same filing is careful to say a DAU is an account, not a person. Users averaged 2.7 hours a day each and explored more than 24 different experiences a month. Across 2025 the platform ran over 150,000 servers in 25 regional data centres, serving creators in 170+ countries and users in 180+. Only 1.8 million of the 127 million — 1.4% — paid on an average day, and Roblox took $10.36 a day from each of those payers against $0.15 per daily user overall.
| Metric | Q1 2025 | Q1 2026 | YoY change |
|---|---|---|---|
| Average daily active users | 97.8M | 132M | +35% |
| Hours engaged | 21.7B | 31B | +43% |
| Average monthly unique payers | 20.2M | 30.7M | +52% |
| Bookings | $1,206.7M | $1,731M | +43% |
| Revenue (GAAP) | $1,035.2M | $1,442M | +39% |
| Developer exchange fees | $281.6M | $423M | +50% |
| Consolidated net loss | $(216)M | $(248)M | loss widened 15% |
| Free cash flow | $427M | $596M | +40% |
Q1 2026 figures from the Roblox Q1 2026 shareholder letter, 30 April 2026; Q1 2025 figures as reported in the Roblox first-quarter 2025 results release, 1 May 2025. Every figure in the table is stated by Roblox; nothing here is derived. Bookings and revenue are on different bases and are shown as separate rows for that reason, never combined. Roblox is cash-generative and GAAP-loss-making at the same time, which is a deferral artefact, not a contradiction: Q1 2026 free cash flow of $596 million sits alongside a $248 million net loss because most bookings are recognised as revenue over the following 27 months.
Two per-unit numbers make the economics tangible. Across 2025, Roblox booked 5.48 cents for every hour a user spent on the platform, and creators collectively received 1.21 cents per hour (16Best analysis: $6,788.4M and $1,503.1M against 123.9 billion hours). Cross-check it the other way: Roblox reports average bookings per DAU of $0.15 a day against 2.7 hours a day, which gives 5.56 cents an hour. The two methods agree to within 1.4%, which is about as much confirmation as you get in this industry.
For every hour a player spends on Roblox, creators collectively receive about 1.2 cents. Roblox books about 5.5 cents.
On monthly reach Roblox sits above 380 million users, which puts its DAU/MAU stickiness near 38% — the highest of any major game and more than double Minecraft’s 15.1%, as our most played games analysis sets out. Read that ratio with its seams showing: Roblox publishes daily users in its filings and never publishes a monthly figure, so the denominator is a third-party estimate and the two halves do not come from the same place. Even allowing for that, the ratio is why the take rate is defensible. A platform where 38 in every 100 monthly users show up daily does not have a churn problem, and creators have nowhere comparable to take an audience of children and teenagers who are already there.
Is Roblox monetising better, or just getting bigger?
Mostly bigger. Roblox has doubled its daily audience in two years and its Q4 revenue per daily user is now lower than it was in 2023. Average bookings per DAU is Roblox’s own reported metric, not our division, and the series says what it says.
| Quarter | Bookings | Average DAUs | ABPDAU (Roblox reported) | YoY change in ABPDAU |
|---|---|---|---|---|
| Q4 2024 | $1,361.6M | 85.3M | $15.97 | +1.4% |
| Q1 2025 | $1,206.7M | 97.8M | $12.34 | +3.8% |
| Q2 2025 | $1,437.6M | 111.8M | $12.86 | +7.1% |
| Q3 2025 | $1,921.8M | 151.5M | $12.68 | −0.2% |
| Q4 2025 | $2,222.3M | 144M | $15.38 | −3.7% |
| Q1 2026 | $1,731.0M | 132M | $13.12 | +6.3% |
Bookings, DAUs and ABPDAU are all Roblox-reported: the quarterly ABPDAU series is printed in the operating-metrics section of the Roblox FY2025 annual report to shareholders and in the Q1 2026 materials. ABPDAU is defined by Roblox as bookings divided by DAUs for the same period, so it will not reproduce exactly from the rounded DAU column here. The prior-year comparatives used for the final column are Roblox’s own: Q4 2023 $15.75, Q1 2024 $11.89, Q2 2024 $12.01, Q3 2024 $12.70. Only the year-over-year column is 16Best arithmetic. Quarters are not comparable to one another — Q4 carries the holiday period every year.
A genuine continuous series with no projected points. Every value is Roblox reported ABPDAU, defined as bookings divided by DAUs for the period, as printed in the operating-metrics charts of the Roblox FY2025 annual report to shareholders and the Q1 2026 earnings materials. The saw-tooth is holiday seasonality: every Q4 is a spike. What matters is that the Q4 2025 spike is lower than the Q4 2024 spike, and lower again than Q4 2023, while daily users doubled over the same two years.
Read the tops of the saw-tooth and ignore the rest. Q4 2023 ABPDAU was $15.75 on about 72 million daily users. Q4 2025 was $15.38 on 144 million. Roblox doubled its audience in two years and each of those users was worth 2.3% less in the quarter that matters most (16Best analysis of Roblox reported metrics). Q1 2026 does show a genuine recovery, up 6.3% year over year, but set against 35% DAU growth: roughly 83% of the bookings increase came from more people and 17% from each person paying more.
Now the awkward quarter. Q4 2025 ABPDAU fell 3.7% year over year — in the same letter where Roblox told shareholders it had achieved “measurable gains in ABPDAU in each region.” Both statements are true, and Roblox’s own regional charts show exactly why.
| Q4, by region | Q4 2024 | Q4 2025 | Change |
|---|---|---|---|
| US & Canada daily users | 18M | 24M | +33% |
| Everywhere else, daily users | 67M | 120M | +79% |
| US & Canada bookings | $861.7M | $1,214.8M | +41% |
| Everywhere else, bookings | $499.9M | $1,007.4M | +102% |
| US & Canada bookings per daily user | $47.87 | $50.62 | +5.7% |
| Everywhere else, bookings per daily user | $7.46 | $8.40 | +12.5% |
| Global (Roblox reported ABPDAU) | $15.97 | $15.38 | −3.7% |
Regional daily users and regional bookings are read from the stacked operating-metrics charts in the Roblox FY2025 annual report to shareholders, where they are printed as text and sum to the reported quarterly totals of 85 million and 144 million daily users and $1,361.6 million and $2,222.2 million of bookings. The per-user rows and the percentage changes are 16Best analysis. Because Roblox rounds the regional bars to whole millions, our decomposition gives a global figure of $16.02 falling to $15.43; Roblox’s own unrounded ABPDAU is $15.97 falling to $15.38. Both routes give the same −3.7%. Roblox states the underlying user growth as 32% in the US and Canada and 79% everywhere else; the rounded bars give 33% and 79%.
Both halves went up and the total went down: that is not sloppy reporting, it is a mix effect, and it is the single most misread number in Roblox coverage. North America was 21% of daily users in Q4 2024 and 17% a year later — and a North American daily user was worth 6.0 times an everywhere-else daily user in Q4 2025 (down from 6.4 times a year earlier). When the cheap side of a six-to-one split grows 79% and the expensive side grows 33%, the blended average falls even though both components rise. Anyone quoting Roblox’s global ABPDAU as a monetisation verdict is mostly measuring where its new users live (16Best analysis of Roblox regional disclosures).
Reality check: Roblox’s own forecasting shows how hard the per-user picture is to read. In February 2026 the company guided to 22–26% bookings growth for the full year. Twelve weeks later, on 30 April, it cut that to 8–12% — a 14-point reduction at the midpoint, blamed on age-check headwinds and the December 2025 platform ban in Russia. Revenue guidance moved far less, from 23–29% down to 20–25%, because revenue is recognised from bookings already banked in 2025. That divergence is the deferral mechanism made visible: Roblox’s reported revenue can keep growing for two years after its actual sales stop (16Best analysis of Roblox guidance).
Who is on the paying end of the transaction?
Among Roblox users who have completed an age check, 36% are under 13, 38% are 13 to 17 and 26% are 18 or over — and Roblox says the age-checked data reveals a younger user base than the self-reported data it replaced. That last clause matters more than the percentages.
Through the end of Q1 2026, 51% of global DAUs had completed an age check, rising to 65% in the United States. The split above is measured across the seven days ended 31 March 2026. Two months earlier, across the seven days ended 31 January 2026 and at 45% age-check penetration, the same measure read 35% under 13, 38% aged 13 to 17 and 27% over 18. The composition is stable; the coverage is what is moving.
The commercial logic points the other way from the demographics. Roblox reports that in the US, over-18 users monetise more than 50% higher than under-18 users — a figure it put at 40% one quarter earlier — and that US DAUs and hours for the over-18 cohort both grew 40% year over year, with the 18-to-34 group growing over 50%. It said in the previous quarter’s letter that in the US it reaches fewer than 10% of adults aged 18 to 34 each day. That combination, a high-value cohort with low penetration, is the entire strategic case for the June 2026 DevEx increase: pay creators 37.8 cents instead of 26.6 on exactly the dollars you want more of.
Safety is a real cost line, and Roblox reports it. Adjusted trust and safety expenses were $286.5 million in 2025, up from $254.3 million in 2024 and $239.7 million in 2023; the broader infrastructure and trust-and-safety line was $1,153.5 million in 2025. In Q1 2026 Roblox accrued $57 million for settlements and settlement proposals with US states over youth-related consumer protection and digital safety, reflecting developments through 30 April 2026, with payments structured over multiple years — and the letter is clear that some commitments, including public-service campaigns and law-enforcement liaison headcount, are not inside that accrual. Five states had announced settlements by mid-July 2026, worth roughly $58 million in headline value: Nevada $12.5 million, Alabama $12.2 million and West Virginia $11.1 million in April; Mississippi $14 million in June, of which $9 million is earmarked for digital-literacy education; and South Dakota $8.6 million guaranteed through July 2030 in July, with up to $5.4 million more if Roblox materially breaches the terms. Each carries commitments on age verification, chat restrictions and parental controls, and states describe their own totals inconsistently, so treat the $58 million as a sum of headline figures rather than a cash number. Suits from Tennessee, Texas, Iowa, Florida and Nebraska were still open as of April 2026, and the Dutch regulator ACM opened a Digital Services Act investigation into Roblox’s protection of minors on 30 January 2026. These are facts about a platform with a young user base, stated without adjectives.
Can Roblox reach 10% of the games market?
Not this decade on any assumption Roblox’s own numbers support. Its best case — compounding bookings at 20% a year — gets there around 2032 only if the rest of the games market stays nearly flat, and around 2034 on Newzoo’s own forecast for that market. Roblox states the target openly and states its current position openly, which makes this the rare corporate goal you can stress-test with published numbers.
At the end of 2025, by Roblox’s own account citing Newzoo’s November 2025 quarterly update, the company accounted for 3.4% of the global gaming content market. Our own check lands in the same place: $6,788.4 million of 2025 bookings against Newzoo’s $201.6 billion global consumer spending figure for 2025 is 3.37% — both numerator and denominator are money players actually paid, which is why they can be divided, though bookings also carry what the 10-K calls an insignificant amount of advertising and licensing that Newzoo’s consumer-spending basis excludes (16Best analysis). Getting from 3.4% to 10% means growing the share 2.94 times.
| Scenario | Roblox bookings growth | Years to 10% if the market grows 1.7% a year | Arrives | Years if the market grows 5.1% a year | Arrives |
|---|---|---|---|---|---|
| Roblox long-term ambition | 20% a year | 6.5 | 2032 | 8.1 | 2034 |
| Top of FY2026 guidance | 12% a year | 11.2 | 2037 | 17.0 | 2043 |
| Midpoint of FY2026 guidance | 10% a year | 13.8 | 2040 | 23.7 | 2049 |
| Bottom of FY2026 guidance | 8% a year | 17.9 | 2044 | 39.6 | 2065 |
16Best analysis. Method: the required share multiplier is 10% divided by Roblox’s stated 3.4% share, or 2.94×; years to reach it solve (1 + Roblox growth) divided by (1 + market growth), raised to the power of N, equals 2.94, counting from the end of 2025. The 20% figure is Roblox’s own Q1 2026 statement that it is “focused on delivering 20%+ annualized topline growth… inclusive of DevEx increases”; the 8–12% band is its April 2026 full-year bookings guidance. The two market columns are the honest range rather than one guess: 1.7% is the step from Newzoo’s $201.6 billion 2025 actual to the roughly $205 billion 2026 figure we carry in our video game industry statistics, and 5.1% is the compound rate implied by Newzoo’s own $201.6 billion-to-$234.4 billion path from 2025 to 2028. Holding either constant is a modelling convenience, not a forecast; Roblox itself says its trajectory will be non-linear.
The spread between those two market columns is the finding. Roblox’s target is usually reported as a question about how fast Roblox grows; it is at least as much a question about how fast the denominator grows. Hold the games market near flat and the ambition case lands in 2032. Let the market compound at the rate its own source forecasts and the same 20% Roblox growth slips to 2034, while the midpoint of the guidance Roblox issued in April 2026 does not arrive until 2049 — and the bottom of that guidance takes about forty years, which is arithmetic’s way of saying never. The charitable reading holds: the 2026 cut looks like a one-year shock from age-check friction and the December 2025 Russia ban rather than a new permanent rate. But the ambition case still asks Roblox to compound at 20% for six to eight straight years from a $6.8 billion base — and the year it restated the target is the year it guided to 10%.
Why do Roblox statistics disagree?
Because seven different measurement choices sit under the headline numbers, and Roblox publishes several of them simultaneously without ranking them. If you read one section of this page, read this one.
- Bookings or GAAP revenue? The largest single gap. Roblox booked $6,788.4 million in 2025 and recognised $4,890.6 million of revenue — a $1,897.9 million difference, made up of a $1,933.95 million increase in deferred revenue less $36.1 million of other non-cash adjustments. Virtual-item bookings are recognised over the estimated average lifetime of a paying user, 27 months as of both December 2025 and March 2026. Bookings answer “what did players pay?”; revenue answers “what may the company book?” A ratio that mixes them is meaningless. See also our in-game spending statistics, where the same distinction governs the whole payer debate.
- Creators “earning” Robux or being paid cash? The 10-K line item is developer exchange fees — fiat currency actually paid out. But Roblox also uses “earned” for Robux accumulated in creator balances, and the filing states that some creators never cash out, spending their Robux on advertising credits or as ordinary users instead. Any claim about “creator earnings” needs to say which of the two it means. Ours means cash paid, except where marked.
- DAU, MAU or registered accounts? Roblox reports DAU and warns, in its own words, that because DAUs measure account activity and one person may use several accounts, “our DAUs are not a measure of unique individuals accessing Roblox.” It says the same of monthly unique payers. Bot-created accounts inflate the figure further, and Roblox notes that improving its bot detection can reduce reported hours. MAU figures above 380 million come from third parties, not filings.
- Self-reported age or age-checked age? Roblox switched bases in Q1 2026 and states plainly that age-checked metrics “are not directly comparable to historical self-reported data,” and that the checked data shows a younger user base than self-reporting did. The two age-checked readings it has published so far were taken at different coverage levels — 45% of daily users at 31 January 2026 and 51% at 31 March 2026 — and Roblox says the mix “may evolve further as more users age-check.” Some non-age-checked cohorts are estimated by extrapolation from the checked ones, which Roblox warns “may not fairly represent” the users it has not measured. Every under-13 percentage published before 2026 is a self-report; every one after is a partial-coverage measurement. They are not a series.
- Hours engaged or sessions? Hours are the aggregate of session lengths and, by Roblox’s own definition, include time in Studio, in chat, in avatar customisation and “some amount of non-active time due to limits within the tracking systems.” It is a good measure of attention and a poor measure of gameplay.
- Which take rate? The one this page is built on. 26.6% is the round-trip creator share on a dollar of in-experience item spending, on Roblox’s stated assumptions. 22.1% is what creators actually received as a share of all 2025 bookings. 70% is the share of Robux a creator keeps before the currency conversion — and quoting that number alone, as a great deal of coverage does, overstates what a creator banks by a factor of 2.6.
- Company filings or third-party trackers? Roblox’s DAU, bookings, hours and payout figures are audited or company-reported and should always be preferred. Estimates of Roblox’s mobile in-app purchase revenue — AppMagic put it at $1.50 billion net in 2025 — cover two app stores, net of commission, and are a fraction of the $6.79 billion of total bookings. They are not competing measures of the same thing.
Our house basis on this page: bookings for player spending, developer exchange fees for creator income, DAU for audience, and every currency conversion shown at the rate and date Roblox publishes it. Where a figure is illustrative rather than audited — the entire round-trip calculation is — we say so in the same sentence.
Key takeaways
- The exchange rate is the business, not the platform fee. Of the 73.4 cents Roblox retains from a dollar of in-experience spending, 30.0 cents is the disclosed 30% fee and 43.4 cents is the Robux buy-back spread — 1.45 times the size of it, and almost never mentioned (16Best analysis on Roblox stated inputs).
- The round trip is 26.6 cents on the dollar, computable from two Roblox disclosures: a 30% in-game platform fee and a DevEx rate of $0.0038 against an FY2025 average Robux selling price of $0.01. Roblox publishes the same 26.6% figure itself, in a footnote.
- In aggregate, creators received 22.1% of 2025 bookings — $1,503.1 million of $6,788.4 million. On the only comparison that is not distorted by seasonality, Q1 2026 against Q1 2025, the share moved from 23.33% to 24.44%, a 1.10-point gain that reproduces Roblox’s own reported 110 basis points exactly. All of these sit below the round-trip rate, and the gap is a scope difference, not a discrepancy.
- The creator economy is a power law with a gate on it. The top 1,000 creators averaged $1.3 million in 2025, roughly 86% of all creator earnings; the other 22,500 paid creators averaged about $9,000. You need $429 of player spending in your experience before Roblox will convert a single Robux (16Best analysis).
- Growth is coming from more people, not richer people. Roblox doubled its daily audience between Q4 2023 and Q4 2025 and its Q4 bookings per daily user went from $15.75 to $15.38, down 2.3%. In Q4 2025 the global figure fell 3.7% year over year while both halves of the platform rose — North America up 5.7%, everywhere else up 12.5% — because North America fell from 21% to 17% of daily users and is worth six times as much per user (16Best analysis of Roblox regional disclosures).
- Roblox is cash-rich and loss-making at once. $1,352.9 million of 2025 free cash flow alongside a $1,071.6 million consolidated net loss, because bookings are recognised over 27 months. And it spent more on R&D ($1,567.7M) than it paid every creator combined ($1,503.1M).
- The 10% market-share target is a question about the denominator. From a stated 3.4% share, Roblox’s 20% ambition reaches 10% around 2032 if the games market stays near flat and around 2034 on Newzoo’s own 5.1% market forecast; at the midpoint of its April 2026 guidance it is 2040 or 2049 on the same two assumptions (16Best analysis).
- So the spine, proven: Roblox’s scale statistics describe a platform, but its take rate describes the actual company. It is a marketplace that sets both the price at which its currency is sold and the price at which it is redeemed, and the distance between those two prices — a Robux bought back for 38% of what it sold for — is where most of the retained money lives.
Frequently asked questions
How much do Roblox developers actually make per dollar spent?
About 26.6 cents of every dollar a player spends on items inside an experience, on Roblox’s own published assumptions. The calculation has two steps: Roblox withholds a 30% platform fee on in-game item sales, leaving the creator 70% of the Robux, and those Robux are then converted to cash at the Developer Exchange rate of $0.0038 each against an FY2025 average Robux selling price of $0.01. That is 0.70 multiplied by 0.38, or 26.6%. Roblox states the same 26.6% figure in a footnote to its Q1 2026 shareholder letter. For United States age-checked players aged 18 and over in qualifying games, the rate rose to an effective 37.8% from 8 June 2026.
What is the Roblox DevEx rate in 2026?
$0.0038 per earned Robux as the standard rate, in force since 5 September 2025 when it rose 8.5% from $0.0035. Earned Robux accumulated before that date still cash out at the old $0.0035 rate. A separate enhanced rate of $0.0054 per earned Robux applies to in-game spend generated by age-checked users aged 18 and over in the United States, in games using the R15 avatar framework, from 8 June 2026. The minimum cash-out threshold is 30,000 earned Robux, which pays $114.00 at the standard rate.
How much did Roblox pay creators in 2025?
$1,503.1 million, as reported on the developer exchange fees line of the Roblox FY2025 Form 10-K. That was up 63% from $922.8 million in 2024 and equal to 22.1% of the company’s $6,788.4 million of 2025 bookings. Over 23,500 creators were paid fiat currency during the year, out of more than 35,500 registered in the Developer Exchange programme. Roblox also stated that its top 1,000 creators earned an average of $1.3 million each, which implies roughly $1.3 billion, or about 86% of the total, going to about 4% of the creators who were paid.
How many people use Roblox in 2026?
132 million average daily active users in Q1 2026, up 35% year over year, after a peak of 144 million in Q4 2025. Across the whole of 2025 the average was 127 million daily users, who spent 123.9 billion hours on the platform, or 2.7 hours per user per day. Monthly reach is above 380 million on third-party estimates, which puts Roblox daily-to-monthly stickiness near 38%, the highest of any major game — though Roblox never publishes a monthly figure itself, so that ratio pairs a company-reported numerator with a third-party denominator. Roblox also warns that because a person can hold several accounts, its daily active user figure is not a count of unique individuals.
What is the difference between Roblox bookings and Roblox revenue?
Bookings are what players paid in the period; revenue is what Roblox is permitted to recognise under GAAP, spread over the estimated average lifetime of a paying user, which was 27 months as of both December 2025 and March 2026. In 2025 Roblox booked $6,788.4 million and recognised $4,890.6 million, a difference of $1,897.9 million driven by a $1,933.95 million increase in deferred revenue. Use bookings when discussing player spending or take rates, and revenue when discussing reported financial performance. The two must never be mixed inside one ratio.
What percentage of Roblox users are children?
Among users who had completed an age check as of the seven days ended 31 March 2026, 36% were under 13, 38% were between 13 and 17, and 26% were 18 or over. At that point 51% of global daily users had been age-checked, rising to 65% in the United States. Roblox says the age-checked data reveals a younger user base than the self-reported age data it replaced and that the two are not directly comparable. Its earlier age-checked reading, taken across the seven days ended 31 January 2026 at 45% coverage, was 35% under 13, 38% aged 13 to 17 and 27% over 18, and Roblox notes the mix may keep moving as coverage rises. Older figures circulating from before 2026 are self-reported and should not be treated as part of the same series.
Why do Roblox creator earnings figures disagree so much?
Because three different numbers all get called the creator’s share. The first is 70%, the share of Robux a creator keeps after Roblox’s platform fee on in-game item sales, which is the figure most coverage quotes. The second is 26.6%, what that becomes in cash once the Robux are converted at the Developer Exchange rate of $0.0038 against a $0.01 average selling price. The third is 22.1%, the share of all 2025 bookings that Roblox actually paid out as developer exchange fees, which is lower again because bookings include Robux that were never spent, Robux spent on Roblox’s own catalogue, and earned Robux that creators chose not to cash out. Quoting 70% overstates what a creator banks by a factor of about 2.6.
Sources
- Roblox Corporation — Form 10-K for the fiscal year ended 31 December 2025 (bookings $6,788.4M; revenue $4,890.6M; developer exchange fees $1,503.1M; 127M average DAUs; 123.9B hours; 1.8M daily unique paying users; ABPDAU $0.15; 35,500 registered and 23,500 paid creators; DevEx rate $0.0038 from 5 September 2025; 14M active experiences; 27-month paying-user life; trust and safety expenses)
- Roblox Corporation — Q1 2026 Shareholder Letter, 30 April 2026 (132M DAUs; 31B hours; 30.7M MUPs; $1,731M bookings; $1,442M revenue; $423M DevEx fees; 26.6% and 37.8% creator effective earnings and the 30% platform fee and $0.01 FY2025 average Robux price in footnote 3; age-check penetration and age split; revised FY2026 guidance; $57M settlement accrual)
- Roblox Corporation — Q4 2025 Shareholder Letter, 5 February 2026 (144M DAUs; 36.7M MUPs; $2,222M bookings; $477M DevEx fees; top 1,000 creators averaging $1.3M; 3.4% of the global gaming content market citing Newzoo; original FY2026 guidance of 22–26% bookings growth)
- Roblox Corporation — FY2025 Annual Report to Shareholders (Form ARS) (quarterly ABPDAU series Q4 2023 to Q4 2025 — $15.75, $11.89, $12.01, $12.70, $15.97, $12.34, $12.86, $12.68, $15.38 — and the quarterly DAU and bookings splits by region)
- Roblox Corporation — First Quarter 2025 Financial Results, 1 May 2025 (97.8M DAUs; 21.7B hours; 20.2M MUPs; ABPDAU $12.34; bookings $1,206.7M; revenue $1,035.2M; developer exchange fees $281.6M; free cash flow $426.5M)
- Roblox Corporation — Second Quarter 2025 Financial Results, 31 July 2025 (111.8M DAUs; 27.4B hours; ABPDAU $12.86; bookings $1,437.6M)
- Roblox Corporation — Form 10-K for the fiscal year ended 31 December 2023 (developer exchange fees of $538.3M in 2021, $623.9M in 2022 and $740.8M in 2023; bookings of $2,872.3M in 2022 and $3,520.8M in 2023)
- Roblox Corporation — Form 10-K for the fiscal year ended 31 December 2022 (bookings of $2,725.7M in 2021)
- Roblox Creator Hub — Developer Exchange Program documentation ($0.0038 standard rate, $0.0035 legacy rate, 30,000 earned Robux minimum) and U.S. 18+ exchange rate documentation ($0.0054 rate; games must use R15 and must not allow an R6 rig at any point in play)
- Roblox Newsroom — Roblox increases the qualifying DevEx rate by 42% (30 April 2026) (the 42% headline and the 8 June 2026 effective date)
- Newzoo via GameDev Reports — Gaming market surpassed $200 billion in 2025 ($201.6B global consumer spending, 2025 actual, +9.1% year over year; and a projected $234.4B by 2028, the basis of our 5.1% market-growth column)
- AppMagic via mobilegamer.biz — The top grossing mobile games of 2025 (Roblox mobile in-app purchase revenue of $1.50B net in 2025)
- Insurance Journal — Roblox settles with three states for $35.8 million over child safety (April 2026) (Nevada $12.5M, Alabama $12.2M, West Virginia $11.1M)
- South Dakota Public Broadcasting — Roblox settlement yields tighter restrictions and over $8 million for South Dakota (13 July 2026) ($8.6M guaranteed, paid through July 2030, plus up to $5.4M contingent)
- WLOX / Office of the Mississippi Attorney General — Mississippi reaches agreement with Roblox (22 June 2026) ($14M total: $5M in penalties and $9M for digital-literacy education)
- Netherlands Authority for Consumers and Markets — ACM launches an investigation into Roblox over risks to minors (30 January 2026) (Digital Services Act Article 28)
- DemandSage — How many people play Roblox (monthly active user estimate above 380 million, used only where filings do not report MAU)