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Roblox Annual Report, Year Ended Dec 31, 2021

Filing Date
Filed February 25, 2022
Period End
December 31, 2021
Security
RBLX
In the 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. Leadership change8-K · Mar ’24Mar ’24
  2. Leadership change8-K · Mar ’26Mar ’26

Summary

Summary of the 10-K filed February 25, 2022. Cited figures are marked; the original filing is the authoritative source.

Roblox's first annual report as a public company (FY2021, filed February 25, 2022) shows explosive top-line growth alongside a still-large GAAP loss.

Revenue rose 108% to $1,919.2 milliona from $923.9 million, and bookings grew 45% to $2,725.7 million, driven by daily active users (DAUs) that grew 40% to 45.5 million and daily paying users that rose to roughly 678,000. Free cash flow reached $558.0 million, up from $411.2 million, but GAAP net loss widened to $491.7 million from $253.3 million, largely due to $341.9 million of stock-based compensation, a one-time $50.7 million direct listing cost, and sharply higher R&D and G&A spending. The filing also highlights several areas of investor concern.

Management explicitly states it does not expect current engagement levels to be sustained after COVID-19 tailwinds fade, and growth rates in bookings and DAUs have already moderated in certain markets. Platform dependence is high: 35%b of revenue flowed through the Apple App Store and 19% through Google Play, and the company faces ongoing exposure to app store fee changes, child-safety and COPPA enforcement (49% of DAUs were under 13), copyright litigation, and a Chinese joint venture with uncertain commercial prospects. Dual-class voting gives founder David Baszucki control over corporate decisions.

The company also took on $1.0 billionc of 3.875% senior notes due 2030 in October 2021 and reported a $983.9 million accumulated deficit. Balance-sheet strength is significant, with $3.0 billion in cash and cash equivalents at year-end and management stating that existing resources should fund operations for the next 12 months.

Revenue recognition is deferral-heavy: because durable virtual items are recognized over an estimated 23-month average paying-user life, reported revenue lags bookings, so bookings and deferred revenue are the better leading indicators of near-term trends. Investors should weigh the strong cash generation and user growth against the sustainability of pandemic-era engagement, platform concentration, regulatory exposure, and governance structure.

Key Highlights

  1. Revenue grew 108% to $1.92 billion in 2021, while bookings rose 45% to $2.73 billion; bookings are the leading indicator because revenue is recognized over an estimated 23-month average paying-user life.
  2. DAUs grew 40% to 45.5 million in 2021 (from 32.6 million), and daily paying users increased to about 678,000 from about 490,000, though management expects growth rates to decline as COVID-19 effects fade.
  3. Free cash flow was $558.0 million in 2021 (up from $411.2 million), and year-end cash and equivalents totaled $3.0 billion after the $1.0 billion 2030 Notes issuance and the $534.3 million Series H preferred raise.
  4. GAAP net loss widened to $491.7 million from $253.3 million, driven by $341.9 million of stock-based compensation, including the CEO's Long-Term Performance Award, and a one-time $50.7 million direct listing expense.
  5. Platform concentration is high: 35% of revenue came through the Apple App Store and 19% through Google Play, exposing the company to changes in app store fees and policies.
  6. Child safety and regulatory risk is material: 49% of DAUs were under 13, making the company subject to COPPA, GDPR, CCPA, and the UK Age Appropriate Design Code, and it faces copyright litigation risk and a loot-box challenge in Brazil.
  7. Founder David Baszucki controls 100% of Class B shares carrying 20 votes each, giving him substantial control over the election of directors and any change-of-control transaction.

Follow one dollar

For each $1.00 of revenue in FY2021, Roblox lost $0.26.

  1. Revenue$1.92B100.0%
  2. Cost of revenue−$496.9M25.9%
  3. Gross profit$1.42B74.1%
  4. Operating costs−$1.92B99.9%
  5. Operating income−$495.1M25.8%
  6. Interest, other & tax−$7.9M0.4%
  7. Net income−$503.0M26.2%
Computed from 10-KFY2021filed February 25, 2022Computed from this filing’s revenue, gross profit, operating income and net income · right columngrey figure: share of revenue

Financial Statements

FY2021 against FY2020

Line itemFY2021FY2020Change
Revenue$1.92B$923.88M+107.7%
Cost of Revenue$496.87M$239.90M+107.1%
Gross Profit$1.42B$683.99M+107.9%
R&D Expenses$533.21M$201.43M+164.7%
Operating Expenses$2.41B$1.19B+102.9%
Operating Income-$495.10M-$266.14M−86.0%
Interest Expense$7.00M$0—
Net Income-$503.00M-$253.25M−98.6%
EPS (Basic)$-0.97$-1.39+30.2%
EPS (Diluted)$-0.97$-1.39+30.2%
Shares Outstanding (Basic)505.86M182.11M+177.8%
Shares Outstanding (Diluted)505.86M182.11M+177.8%

Frequently Asked Questions

  1. Is Roblox's revenue growth sustainable after the pandemic-driven surge?

    Management explicitly says it does not expect 2020-2021 activity levels to be sustained, and growth rates have already moderated in some markets as vaccination rates rose and children returned to classrooms. Revenue growth is expected to decline in future periods, and the company may see little or no bookings growth when lapping COVID-affected quarters. Investors should watch whether bookings per DAU (ABPDAU) and paying user counts hold up as comparisons toughen.

  2. Why do bookings and revenue differ so much, and which metric matters more?

    Most virtual items are durable and recognized ratably over an estimated 23-month average paying-user life, so reported revenue reflects purchases made in prior periods. Bookings ($2.73 billion in 2021) capture the timing of cash transactions and are a timelier indicator of near-term trends; the $819.9 million increase in deferred revenue accounts for most of the gap between the two. Declines in purchasing will show up in bookings first and in revenue in later quarters.

  3. What are the biggest risks from reliance on Apple and Google?

    In 2021, 35% of revenue came through the Apple App Store and 19% through Google Play. Both companies have broad discretion to change their terms, fees, and policies, and they also compete with Roblox's offerings. Any restriction on access, fee increase, or change to data-sharing rules could reduce revenue or margins, and the company cannot control these operating systems or hardware.

  4. How does the dual-class structure affect Class A shareholders?

    Class B shares carry 20 votes each versus one vote for Class A, and David Baszucki owns all Class B shares. This gives him substantial control over director elections, charter amendments, and any merger or sale of the company, which may deter takeover bids. The structure also makes Roblox likely ineligible for certain major indices, which could reduce passive fund demand for the stock.