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Roblox beats Q3 expectations as bookings fall 12% to $1.7bn
Roblox beat Q3 expectations with revenue up 16% to $1.6bn despite bookings falling 12% to $1.7bn, as AI-built games grew over 50% quarter-on-quarter.

Patch notes
Roblox Q3 2026 revenue rose 16% year-on-year to $1.6 billion, beating expectations
Bookings fell 12% to $1.7 billion, but were up over 50% on a two-year basis
Net losses for the quarter were $230 million; DAUs declined 9% year-on-year
Over 500,000 alpha users in four countries published more than 70,000 games with the AI Build feature
US over-18 users monetise more than 50% above the under-18 audience, per Roblox
Roblox reported revenue of $1.6 billion for the quarter ended September 30, 2026, up 16% year-on-year and ahead of expectations, even as bookings fell 12% to $1.7 billion against what the company described as "difficult comparisons" to a stronger 2025.
The headline figures underline a platform in transition. Net losses for the quarter reached $230 million. Average daily active users (DAUs, the count of unique users per day) declined 9% year-on-year, hours engaged dropped 15% to 34 billion, and average monthly unique payers fell 16% to 30.3 million. Average bookings per DAU slipped 3% to $12.29.
Roblox countered the weak year-on-year comparisons by pointing to a longer trajectory: bookings were up more than 50% on a two-year basis.
What did the quarter deliver numerically?
- Revenue: $1.6 billion, up 16% year-on-year
- Bookings: $1.7 billion, down 12% year-on-year, up over 50% over two years
- Net losses: $230 million
- Hours engaged: 34 billion, down 15%
- Monthly unique payers: 30.3 million, down 16%
- Average bookings per DAU: $12.29, down 3%
The takeaway in plain words: usage and payer counts are contracting against last year's highs, while revenue growth and two-year booking gains keep the platform's expansion intact.
How central is AI to Roblox's creator strategy?
Very. More than 80% of Roblox's top 100 games ranked by hours engaged "used AI tools to accelerate creation," according to the quarterly shareholder letter, and 97% of creators who regularly use AI said it accelerated their development timelines.
Published games using AI grew more than 50% quarter over quarter. Titles made "almost entirely with AI," including Break and Steal an Egg and Huss Valley, broke into the Top 20 ranked by concurrent players.
The company introduced agentic AI tools earlier this year, then announced the mobile, AI-powered Build feature at its Developer's Conference. Build has launched in alpha in New Zealand, Singapore, Serbia and Thailand, where more than 500,000 users have published over 70,000 games.
CEO David Baszucki said: "AI is fundamentally reshaping the gaming industry, driving a step function change in the pace at which content can be created. When anyone can create a game, what matters most is scaled distribution, effective discovery, a robust economy, industry-leading safety, and infrastructure to support it all."
Baszucki added: "We're building Roblox into the platform for all gaming, where any game can be created once, run anywhere, on any device at a massive scale."
In short, Roblox is positioning AI-assisted creation as the engine of its content supply, betting that distribution and discovery advantages keep quality stable as output scales.
Why is the over-18 audience the growth story?
The company stated plainly: "Over 18 is our fastest-growing cohort on the platform. In the US, over-18 users monetise more than 50% above our under-18 audience. As we grow our over 18 audience, we expect overall monetisation to improve."
Initiatives targeting that demographic include Roblox Everywhere, which lets creators publish games across platforms, and the AI-driven upscaler Roblox Reality. The company also raised the Developer Exchange (DevEx, the program converting in-platform earnings to real currency) rate to reward in-game monetisation from over-18 US users, scaled paid acquisition aimed at that cohort, and optimised its discovery algorithm cohort by cohort.
A recent Newzoo report estimated that 80% of Roblox's older audience spent money on games in the past six months, compared with 59% of non-players.
The strategic read: demographic mix, not raw user growth, is now the primary monetisation lever for the business.
The signal to watch is whether the alpha rollout of Build expands beyond its four launch markets and whether the over-18 cohort's monetisation premium holds as paid acquisition scales.
via GamesIndustry.biz (Source)
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Senior reporter covering money, funding and market shifts around video game industry at Game Dev Wire.
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