| Quarter, Year | Roblox Users Hours Engaged | Change from previous quarter |
|---|---|---|
| Q1 2018 | 2.1 billion | N/A |
| Q2 2018 | 2.17 billion | +3.3% |
| Q3 2018 | 2.63 billion | +21.2% |
| Q4 2018 | 2.53 billion | -3.8% |
| Q1 2019 | 2.97 billion | +17.4% |
| Q2 2019 | 3.25 billion | +9.4% |
| Q3 2019 | 3.73 billion | +14.8% |
| Q4 2019 | 3.7 billion | -0.8% |
| Q1 2020 | 4.87 billion | +31.6% |
| Q2 2020 | 8.58 billion | +76.2% |
| Q3 2020 | 8.71 billion | +1.5% |
| Q4 2020 | 8.43 billion | -3.2% |
| Q1 2021 | 9.67 billion | +14.7% |
| Q2 2021 | 9.73 billion | +0.6% |
| Q3 2021 | 11.18 billion | +14.9% |
| Q4 2021 | 10.82 billion | -3.2% |
| Q1 2022 | 11.82 billion | +9.2% |
| Q2 2022 | 11.29 billion | -4.5% |
| Q3 2022 | 13.4 billion | +18.7% |
| Q4 2022 | 12.8 billion | -4.5% |
| Q1 2023 | 14.5 billion | +13.3% |
| Q2 2023 | 13.99 billion | -3.5% |
| Q3 2023 | 16.04 billion | +14.7% |
| Q4 2023 | 15.5 billion | -3.4% |
| Q1 2024 | 16.7 billion | +7.7% |
| Q2 2024 | 17.4 billion | +4.2% |
| Q3 2024 | 20.7 billion | +19.0% |
| Q4 2024 | 18.7 billion | -9.7% |
| Q1 2025 | 21.7 billion | +16.0% |
| Q2 2025 | 27.4 billion | +26.3% |
| Q3 2025 | 39.6 billion | +44.5% |
| Q4 2025 | 35 billion | -11.6% |
| Q1 2026 | 31 billion | -11.4% |
| Q2 2026 | 29 billion | -6.5% |
Roblox users spent 29 billion hours on the game in Q2 2026, which is down by 6.5% from 31 billion hours in Q1 2026. This is a third straight quarterly decline, after drops of 11.6% in Q4 2025 and 11.4% in Q1 2026. Even so, the Q2 2026 figure is 5.8% higher than the 27.4 billion hours recorded in Q2 2025.
The all-time high came in Q3 2025, when Roblox users spent 39.6 billion hours on the game. That was a 44.5% jump from the previous quarter. The latest figure sits at 10.6 billion hours, or 26.8%, below that peak.
Going further back, Roblox started 2018 with 2.1 billion hours engaged in Q1, so the quarterly total has grown 13.8 times since then. The sharpest quarterly rise was in Q2 2020, when hours engaged climbed 76.2% from 4.87 billion to 8.58 billion. Roblox then passed 10 billion quarterly hours in Q3 2021 and 20 billion in Q3 2024.
Hours engaged and user counts have moved in the same direction. Roblox daily active users stood at 123 million in Q2 2026, a 6.8% decline from the previous quarter, close to the 6.5% drop in hours engaged. Both metrics peaked in Q3 2025, at 152 million DAUs and 39.6 billion hours, and both have fallen for three straight quarters since.
Over the longer run, engagement has grown faster than the user base. Between Q1 2019 and Q2 2026, Roblox DAUs grew 678.5%, from 15.8 million to 123 million. Hours engaged grew 876.4% over the same period, from 2.97 billion to 29 billion.
Dividing hours engaged by daily active users gives about 235.8 hours per daily active user in Q2 2026. That converts to roughly 2.6 hours per day. In Q1 2019, the same calculation gives 188 hours per daily active user, or about 2.1 hours per day.
Time spent per user was highest in Q3 2025, at about 260.5 hours per daily active user, or around 2.8 hours per day. Q2 2020 came close, at 256.9 hours per daily active user. So the average user now spends less time than at the peak, but more than in 2019.
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