Roblox’s Q3 2026 earnings show a company shrinking on paper and still beating its own forecast. Bookings, the money players spent on Robux in July-September, fell 12% year over year to $1.697 billion, but that was above the $1.576-$1.653 billion range Roblox had guided in July. Revenue rose 16% to $1.572 billion, according to the shareholder letter Roblox filed with the SEC on October 29.
The decline is mostly a comparison problem. A year ago Roblox booked $1.922 billion in the same quarter, a period the letter calls “the extraordinary growth we experienced in 2025.” Measured over two years, Roblox says Q3 bookings are still up more than 50%.
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Roblox Q3 2026 results at a glance
| Metric (Q3 2026) | Result | vs Q3 2025 |
|---|---|---|
| Bookings | $1,697M | -12% (was $1,922M) |
| Revenue | $1,572M | +16% (was $1,360M) |
| Daily active users | 138 million | -9% (+12% vs Q2) |
| Hours engaged | Nearly 34 billion | -15% (+17% vs Q2) |
| Monthly unique payers | 30 million | -16% |
| Consolidated net loss | $230M | was $258M |
| Free cash flow | $364M | was $443M |
Revenue can grow while bookings fall because Roblox spreads most Robux purchases over the 27-month average lifetime of a paying user, so this year’s revenue still includes 2025’s boom.
Fewer players, but payers spend more
Roblox says bookings per hour played rose about 4% year over year worldwide (2% in the US and Canada), and average spending per paying user rose 5%. The weak spot is the same as last quarter: “monetization trends for younger U.S. cohorts remained challenged,” the letter says. Roblox credits tweaks to its Recommended for You home feed for better retention and spending, and says about 40% of the weekly top 100 games on that feed were less than three months old by the end of Q3.

Roblox credits changes to its Recommended for You home feed with better retention and spending in Q3. Image: Roblox
Adults are the growth story. Players aged 18 and over made up 29% of age-checked daily users worldwide and 37% in the US, up from 27% and 33% in Q2, and Roblox says US adults spend more than 50% more than under-18s. By the end of September, 64% of daily users worldwide had completed an age check.
AI-made games are reaching the charts
Roblox says more than 80% of its top 100 games by hours engaged used AI tools in the past month, and it names Break and Steal an Egg and Huss Valley as top-20 games “created almost entirely with AI.” Build, its prompt-to-game tool, is in alpha in New Zealand, Singapore, Serbia and Thailand, where more than 500,000 users have published over 70,000 games. A wider launch is planned “later this year,” with a free tier and paid tiers for more prompts.
“AI is fundamentally reshaping the gaming industry,” CEO David Baszucki said, as quoted by GamesIndustry.biz, which calls the results a beat on expectations.

Roblox Everywhere will let creators publish games as standalone apps; Roblox expects the first select top games in the first half of 2027. Image: Roblox
What changes for players
- Roblox Everywhere: creators will be able to publish Roblox games as standalone apps in other app stores. Roblox expects the first phase, with select top games, in the first half of 2027.
- More ads: Roblox plans skippable pre-roll video ads, on top of rewarded video and sponsored tiles. Sponsored ads ran in more than 70% of the top 100 games by Robux spent.
- Roblox Plus: the subscription launched in April has “millions of active subscribers,” who play twice as long and spend 7x more Robux than non-subscribers.
The quarter also carried $49 million of legal settlement costs (that’s $140 million so far this year), tied to settlements and settlement negotiations with certain states and territories over youth consumer protection and digital safety. Developer Exchange payouts to creators fell 6% to $403 million but rose to 24% of bookings, up from 22%, after the creator pay increases.
What’s next
For October-December, Roblox guides bookings of $1.89-$2.0 billion, down 10% to 15% year over year, and revenue of $1.47-$1.58 billion, up 4% to 12%. It expects an adjusted EBITDA loss of $10-$70 million and negative free cash flow of $105-$190 million, partly because capital spending slipped from Q3 into Q4. The range is wider than usual because so much of Roblox’s year comes in the last week of December. For the live events that drive that spending right now, see our Roblox Halloween 2026 end dates. For the console side of this earnings week, read our Xbox Q1 FY27 earnings breakdown, and follow the rest of the day on Gaming News Today.
Sources: Roblox Q3 2026 shareholder letter (SEC 8-K, Exhibit 99.1), Roblox Form 10-Q for Q3 2026, Roblox Q2 2026 shareholder letter (Q3 guidance), Roblox RDC 2026 announcement, GamesIndustry.biz.
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Featured image: Roblox
