| Year | Roblox Revenue |
|---|---|
| 2018 | $312.77 million |
| 2019 | $508.40 million |
| 2020 | $923.90 million |
| 2021 | $1.92 billion |
| 2022 | $2.22 billion |
| 2023 | $2.80 billion |
| 2024 | $3.60 billion |
| 2025 | $4.90 billion |
| 2026* | $2.90 billion |
Q1, Q2, Q3, Q4 for each year; 2026 shows Q2 2026
| Quarter | Roblox Revenue | Change from previous quarter |
|---|---|---|
| Q1 2018 | $59.72 million | n/a |
| Q2 2018 | $72.58 million | +21.5% |
| Q3 2018 | $84.52 million | +16.5% |
| Q4 2018 | $95.95 million | +13.5% |
| Q1 2019 | $110.5 million | +15.2% |
| Q2 2019 | $119.2 million | +7.9% |
| Q3 2019 | $131.1 million | +10.0% |
| Q4 2019 | $147.6 million | +12.6% |
| Q1 2020 | $161.6 million | +9.5% |
| Q2 2020 | $200.4 million | +24.0% |
| Q3 2020 | $251.9 million | +25.7% |
| Q4 2020 | $310 million | +23.1% |
| Q1 2021 | $387 million | +24.8% |
| Q2 2021 | $454.1 million | +17.3% |
| Q3 2021 | $509.3 million | +12.2% |
| Q4 2021 | $568.77 million | +11.7% |
| Q1 2022 | $537.1 million | -5.6% |
| Q2 2022 | $591.2 million | +10.1% |
| Q3 2022 | $517.7 million | -12.4% |
| Q4 2022 | $579 million | +11.8% |
| Q1 2023 | $655.3 million | +13.2% |
| Q2 2023 | $680.8 million | +3.9% |
| Q3 2023 | $713.2 million | +4.8% |
| Q4 2023 | $749.9 million | +5.1% |
| Q1 2024 | $801.3 million | +6.9% |
| Q2 2024 | $893.5 million | +11.5% |
| Q3 2024 | $0.92 billion | +3.0% |
| Q4 2024 | $0.99 billion | +7.6% |
| Q1 2025 | $1.04 billion | +5.1% |
| Q2 2025 | $1.08 billion | +3.8% |
| Q3 2025 | $1.36 billion | +25.9% |
| Q4 2025 | $1.42 billion | +4.4% |
| Q1 2026 | $1.44 billion | +1.4% |
| Q2 2026 | $1.46 billion | +1.4% |
Roblox revenue reached $1.46 billion in Q2 2026; that’s an increase of 1.4% from Q1 2026, when the revenue was $1.44 billion. Revenue grew 35.2% on a year-over-year basis. Q2 2026 is also the 15th quarter in a row in which Roblox revenue grew from the previous quarter, a streak that started in Q4 2022.
The biggest revenue jump happened in Q3 2025, when revenue rose from $1.08 billion to $1.36 billion. That is a gain of $280 million, or 25.9%, in a single quarter.
The fastest revenue growth for Roblox came in 2020 and 2021, when year-over-year growth stayed above 100% for four straight quarters and peaked at 139.5% in Q1 2021, a lot of this growth in that period has to do with the Pandemic restrictions!
Revenue has fallen from the previous quarter only twice since 2018. Once by 5.6% in Q1 2022 and again by 12.4% in Q3 2022. Roblox mentioned that a change in its estimated paying user life from 25 months to 28 months lowered Q3 2022 revenue by $111.0 million.
Roblox daily active users fell from a peak of 152 million in Q3 2025 to 123 million in Q2 2026, a drop of 19.1%. Over the same three quarters, revenue grew 7.4%, from $1.36 billion to $1.46 billion.
This means Roblox now earns more from each user. Revenue per daily active user was about $11.87 in Q2 2026, compared with about $8.95 in Q3 2025 and about $6.99 in Q1 2019. Since Q1 2019, Roblox’s daily active users have grown about 7.8 times, while quarterly revenue has grown about 13.2 times.
Roblox’s $1.46 billion in Q2 2026 revenue came from a user base that is mostly outside its home market. The split of Roblox users by region shows Asia Pacific has the highest number of Roblox daily active users with 41 million in Q2 2026, which is 33.3% of the total. The “Rest of the World” user base follows with 34 million, then Europe with 26 million and the US and Canada with 22 million.
101 million of Roblox’s 123 million daily active users are outside the US and Canada, which is 82.1% of the user base. Asia Pacific was also the only region that did not lose users between Q1 2026 and Q2 2026, holding at 41 million. In the same quarter, the Rest of the World fell by 5 million users, Europe by 2 million, and the US and Canada by 1 million.
This is a big shift from the early years of the data. In Q1 2018, the US and Canada had 4.4 million of Roblox’s 10.3 million daily active users, or 42.7% of the total. By Q2 2026, that share was 17.9%. Over the same period, Asia Pacific grew from 1.4 million to 41 million users, about 29.3 times its Q1 2018 level, while the US and Canada grew 5 times.
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