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    You are at:Home»Gaming»Roblox reports significant growth for 2025, hitting $4.9bn in revenue
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    Roblox reports significant growth for 2025, hitting $4.9bn in revenue

    TechAiVerseBy TechAiVerseFebruary 7, 2026No Comments3 Mins Read0 Views
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    Roblox reports significant growth for 2025, hitting $4.9bn in revenue
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    Roblox reports significant growth for 2025, hitting $4.9bn in revenue

    Almost half of global daily active users have completed mandatory age-checks to access chat feature

    Image credit: Roblox

    Roblox has published its financial results for Q4 and its fiscal year ended December 31, 2025, reporting massive gains in revenue and bookings that “significantly exceeded” its guidance and long-term targets.

    Here’s what you need to know:

    The numbers

    Q4

    • Revenue: $1.4 billion, up 43% year-on-year
    • Bookings: $2.2 billion, up 63% year-on-year
    • Net losses: $318 million, compared to $221 million in the same quarter last year

    Full-year

    • Revenue: $4.9 billion, up 36% year-on-year
    • Bookings: $6.8 billion, up 55% year-on-year
    • Net losses: $1.07 billion, compared to $940.6 million last year

    The highlights

    Roblox described 2025 as a “banner year” for the platform, with results “significantly exceeding” its annual guidance and long-term targets.

    The firm reached “new heights across its core metrics,” particularly with its daily active users (DAU) and hours engaged. By the end of its fiscal year, Roblox accounted for 3.4% of the global gaming content market.

    Its fourth quarter also “exceeded expectations,” with boosts in revenue and bookings driven by DAUs and monetisation. DAUs were up 69% year-on-year to 144 million, with hours engaged increasing 88% to 35 billion.

    Roblox’s average monthly unique payers also grew considerably by 94% year-on-year, reaching 36.7 million with players spending an average of $20.18 each month. The firm also recorded a 53% increase in spending of its in-game currency, Robux.

    In early January 2026, Roblox rolled out global age checks for users wanting to use its chat feature. As of January 31, Roblox said 45% of DAUs had been age-checked overall.

    Of those that went through this process, 35% were under 13, 38% were between the ages of 13 and 17, and 27% were over the age of 18.

    Roblox began its initial rollout of mandatory age-checks last November in Australia, New Zealand, and the Netherlands. It reported that 60% of these markets had completed age-checks as of January 31.

    Looking ahead, Roblox has forecast full year revenue growth of between $6 billion to $6.2 billion, with bookings between $8.2 billion to $8.5 billion.

    “Roblox’s success is rooted in the boundless creativity of our creator community,” said Roblox founder and CEO David Baszucki.

    “In 2025, their dedication resulted in massive growth in our platform and enabled our top 1,000 creators to earn an average of $1.3 million.”

    Baszucki continued: “We are confident in our vision to connect one billion users and capture 10% of the global gaming market. We will achieve this through continuous innovation: delivering high-fidelity content for all audiences, leveraging AI to accelerate content velocity, and prioritising our commitment to online safety.”

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    Jonathan is a tech enthusiast and the mind behind Tech AI Verse. With a passion for artificial intelligence, consumer tech, and emerging innovations, he deliver clear, insightful content to keep readers informed. From cutting-edge gadgets to AI advancements and cryptocurrency trends, Jonathan breaks down complex topics to make technology accessible to all.

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