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RobloxRBLX

Legal name
Roblox Corporation
Industry
Services-Prepackaged Software
Exchange
NYSE

Stock Price $RBLX

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Filing record · 2021–202610-K510-Q188-K57

RBLX filed 5 annual reports (10-K), 18 quarterly reports (10-Q) and 57 current reports (8-K) between 2021 and 2026.

  1. FY2021 annual report10-K · Feb ’22Feb ’22
  2. Leadership change8-K · Mar ’24Mar ’24
  3. Leadership change8-K · Mar ’26Mar ’26
Source: 10-KFY2025
Source: 10-KFY2025
Source: 10-KFY2025
Source: 10-KFY2025

Revenue Trend

Year-over-year comparison from 10-K annual reports

  1. $4.89B
YoY changeLargest recent move+107.7%in FY21Latest +35.8%

Latest bar from 10-KFY2025Click a bar to open its SEC filing

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Roblox Financial Overview 2021–2025

Updated Nov 2, 2026

Roblox drove a 55% surge in bookings to $6.79 billiona in FY2025, fueled by an expanding base of 127 million daily active users. This top-line acceleration highlights a clear investment reality: the immersive platform is a cash-generating engine that scales aggressively, even as GAAP profitability remains elusive due to relentless internal reinvestment.

The company’s underlying earnings profile demonstrates the cost of this expansion, with earnings per share declining from $-0.97 in FY2021 to $-1.54 in FY2025. Behind these widening losses is a deliberate strategy to funnel capital back into the creator ecosystem. This dynamic materialized in Q1 2026, when developer exchange fees jumped 50% year-over-year alongside a 34% increase in infrastructure expenses. Yet, the core business model continues to spin off significant liquidity. Quarterly revenue hit $1.44 billionb in Q1 2026, driving $596 million in free cash flow and pushing total cash reserves to $6.2 billion.

Armed with this balance sheet, management authorized a $3 billionc share repurchase program in May 2026. At the close of FY2025, the market rewarded this cash-generative growth trajectory, pricing the stock at $81.03 and assigning the company a $57.4 billion market capitalization despite the persistent negative earnings.

Recent Developments (Q2 and Q3 2026)

Roblox accelerated its integration of artificial intelligence and attracted older audiences in Q3 2026, driving daily active users to 138 million—a 12% quarter-over-quarter gain. While Q3 2026 revenue grew 16% year-over-year to $1.57 billiond, bookings fell 12%, signaling monetization headwinds that prompted management to forecast a 10% to 15% bookings decline for Q4 2026.

The company executed $380 millione in share repurchases during Q2 2026 and accrued $49 million for youth safety legal settlements in Q3 2026. Bulls will highlight users aged 18 and older now capturing 29% of the platform's audience, alongside adjusted EBITDA improving to $138 million. Bears will point to deteriorating forward bookings and persistent net losses, viewing the stock as richly valued at a -34.1x P/E ratio as of October 29, 2026.

What to watch: the trajectory of bookings declines through the holiday quarter; the impact of youth safety legal settlements on general and administrative expenses.

Recent SEC Filings

  1. 8-KRoblox 8-K Report, Financial Results (Oct 29, 2026)Roblox Corporation (RBLX) has filed an 8-K report detailing its third-quarter 2026 financial and operational results. A significant theme throughout the report is the company's aggressive integration and strategic leverage of Artificial Intelligence (AI) to enhance content creation, improve user engagement, and expand its platform capabilities. The company highlighted an inflection point in AI adoption, with over 80% of top games utilizing AI tools and a tripling in daily asset uploads. Roblox is positioning itself to capitalize on this trend with new initiatives like 'Roblox Everywhere' and 'The Universal Player,' aimed at broadening content accessibility and attracting a wider audience, particularly the 18+ demographic. Financially, Q3 2026 showed revenue growth of 16% year-over-year to $1.6 billion, though bookings were down 12% year-over-year, which the company attributed to strong prior-year comparables, while still showing robust two-year growth. Daily Active Users (DAUs) reached 138 million, up 12% quarter-over-quarter, with hours engaged also seeing significant growth. The company continues to focus on expanding its older demographic (O18) user base, which is its fastest-growing cohort. Despite a net loss of $230 million, Adjusted EBITDA saw a substantial improvement to $138 million. Looking ahead, Roblox provided Q4 2026 guidance expecting revenue growth between 4% to 12% year-over-year, but projecting a 10% to 15% decline in bookings.
  2. 8-KRoblox 8-K Report, Financial Results (Jul 30, 2026)Roblox (RBLX) reported Q2 2026 results that showed strong top-line and cash flow growth but a notable miss on monetization, leading to a sharply weaker Q3 bookings outlook. Revenue rose 36% year-over-year to $1.469 billion, while bookings grew only 8% to $1.557 billion, at the low end of guidance. Operating cash flow was $318 million (up 60%) and free cash flow was $294 million (up 66%). Consolidated net loss narrowed to $185 million from $280 million, and Adjusted EBITDA improved to $152 million from $18 million. Management attributed the bookings softness to a shift in engagement toward lower-monetizing new and evergreen games, especially among younger U.S. and Canadian users, compounded by changes to the Recommended For You algorithm that favor retention over near-term monetization. The forward view is the key concern for investors. Management guided Q3 2026 revenue to grow 4% to 10% year-over-year but bookings to decline 14% to 18%, and said monetization softness seen in Q2 will persist into Q3. Q3 adjusted EBITDA is guided to between $0 and $41 million, and free cash flow to between $(60) million and $5 million, reflecting heavy AI-related infrastructure investment and a timing-related creator payout headwind. Roblox also moved to quarterly-only guidance, withholding full-year 2026 guidance and citing a wider range of outcomes. Management reaffirmed its long-term goal of 20%+ compounded top-line growth and its ambition to capture 10% of the global gaming market, while also announcing a $3 billion buyback authorization (with $1 billion intended over twelve months) and $380 million of Q2 repurchases. On the operating side, DAUs reached 123 million (up 10%) and Hours reached 29 billion (up 5%), with international growth strong (Japan and India DAUs up 67% and 64%) and U.S. and Canada DAUs up 6%. Age-check penetration reached 57% of global DAUs, and the company is pursuing multiple product initiatives in 2D gaming, Build (AI game creation), Moments, and safety-driven communications. Investors will need to weigh the durability of these initiatives against a clearly weakened near-term monetization profile and an elevated spending cycle.
  3. 8-KRoblox 8-K Report, Shareholder Vote Results (May 29, 2026)Roblox Corporation (RBLX) held its 2026 Annual Meeting of Stockholders on May 28, 2026, where key corporate governance matters were put to a vote. The meeting saw strong participation, with 92.6% of the voting power represented, indicating significant shareholder engagement. All proposals presented to the stockholders, including the election of directors, advisory approval of executive compensation, and ratification of the independent auditor, passed with substantial support. Investors should note the overwhelming approval for the re-election of directors David Baszucki, Gregory Baszucki, and Dennis Durkin, reinforcing the current leadership's mandate. The advisory vote on executive compensation also received strong backing, suggesting shareholder confidence in the company's compensation policies. Furthermore, the ratification of Deloitte & Touche LLP as the independent registered public accounting firm for the upcoming fiscal year was overwhelmingly approved, providing continuity and assurance regarding financial reporting.
  4. 8-KRoblox 8-K Report, Corporate Update (May 19, 2026)Roblox Corporation (NYSE: RBLX) disclosed in an 8-K filed May 19, 2026 that its Board has authorized a share repurchase program of up to $3 billion of Class A common stock. This is the company's first-ever buyback program. The press release states Roblox intends to repurchase up to $1 billion over the next twelve months, so the $3 billion figure is the total authorization and the $1 billion is the stated near-term intent. The company says the program is designed to partially offset dilution from employee equity grants while preserving flexibility to invest in growth. CFO Naveen Chopra stated that investing in growth remains the highest priority and cited the strength of the balance sheet and free cash flow generation as the basis for funding the program. Repurchases may be made through open market purchases, privately negotiated transactions, or Rule 10b5-1 trading plans. The program has no fixed expiration, may be suspended or discontinued at any time, and does not obligate Roblox to buy any specific amount of stock. For investors, the key takeaways are a shift toward returning capital and managing share count dilution, alongside continued reinvestment priorities. The excerpt provided does not include financial statements, share counts, or current cash balances, so the scale of the program relative to Roblox's cash flow and market capitalization cannot be assessed from this filing alone.
  5. 8-KRoblox 8-K Report, Financial Results (Apr 30, 2026)Roblox (RBLX) reported first quarter 2026 results that showed strong top-line and cash flow growth, but management cut full-year 2026 revenue and bookings guidance to account for safety-related headwinds. Q1 revenue rose 39% year-over-year to $1.44 billion and bookings rose 43% to $1.73 billion. Operating cash flow was $629 million (up 42%) and free cash flow was $596 million (up 40%). Daily active users grew 35% to 132 million, but management said DAU and bookings growth decelerated from 2025 levels, citing the Russia platform ban, greater-than-expected headwinds from the mandatory age-check rollout (which restricted chat and slowed new user acquisition), and expected sequential DAU declines in Q2. Updated full-year 2026 guidance calls for revenue growth of 20% to 25% (down from prior expectations, implied $5.87-$6.14 billion) and bookings growth of 8% to 12% ($7.33-$7.60 billion). Full-year operating cash flow is guided to $1.6-$1.7 billion and free cash flow to $1.1-$1.3 billion, which represents a decline of 6% to 22% year-over-year in free cash flow. Q2 2026 guidance calls for revenue growth of 29% to 34% and bookings growth of 8% to 12%. Adjusted EBITDA guidance for full-year 2026 is $185-$325 million, reflecting a $57 million legal settlement accrual tied to state youth-safety negotiations. Management reiterated a long-term target of 20%+ annualized topline growth and margin expansion, while highlighting new growth initiatives including novel game incentives (DevEx rate increase to 37.8% for age-checked O18 U.S. users), Roblox Plus subscriptions, Roblox Kids and Select accounts, and AI-driven creation tools. For investors, the key tension is between accelerating monetization and engagement quality on one side, and near-term user growth and guidance reductions driven by trust and safety investments on the other. Net loss widened modestly to $248 million, the balance sheet shows $6.2 billion in cash and investments, and fully diluted shares rose 2% to 749 million. Note that the age-check metrics are estimates and not directly comparable to prior self-reported data.
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