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Roblox Company Profile: Revenue, Business Model & Strategy

Research depth: 12 milestones · 10 FAQs

Roblox reported FY2025 revenue of $4.891B, bookings of $5.971B and a net loss of $1.065B. In Q2 2026, revenue was $1.469B and bookings $1.557B with 123M average DAUs. Co-founder David Baszucki is CEO.

How Roblox makes money: Users buy Robux with real money through app stores, the web, gift cards and the Roblox Premium subscription. They spend Robux on avatar items and inside creator-built experiences.

Annual Revenue (FY2025)$4.9B
Employees3,065
CEODavid Baszucki
Founded2004
IndustryGaming
By Swet ParvadiyaLast reviewed:

Roblox Corporation key figures

Roblox Corporation had revenue of $4.9B for fiscal year 2025, up 35.8% from FY2024. Net loss was $1.1B, a net margin of -21.8%.

Source: Roblox Corporation annual report (Form 10-K, SEC EDGAR, filed 2026-02-11) · Last reviewed October 2026

Revenue growth, FY2019 to FY2025
+45.8% a year
Compound annual rate, $508.4M to $4.9B
Peak revenue year
FY2025
The latest annual year is the highest in this series
Revenue per employee
$1.6M
FY2025 revenue divided by 3,065 employees; headcount may use another date
Current chief executive
David Baszucki
In the role since 2004 (22 years)
Documented transactions
3
Between 2020 and 2023
Founded
2004
22 years ago
Where was Roblox founded?
Roblox was founded in Menlo Park, California, United States in 2004. en.wikipedia.org
When did Roblox start?
Roblox was founded in 2004.
How old is Roblox?
Roblox is 22 years old as of 2026.
In-Depth Analysis
574 words · 3 min read

Roblox was founded in 2004 by David Baszucki and Erik Cassel, originally launched under the unappealing name "DynaBlocks." The foundational premise was not to build a traditional video game (like Super Mario or Call of Duty), but to build an accessible, cloud-based physics engine that allowed young users to easily snap together digital blocks and simulate physical interactions. Recognizing the substantial power of creation, the founders pivoted, transforming the tool into a substantial platform where users could build "experiences" (Roblox strictly avoids the word "games") and instantly share them with other players via the internet.

The User-Generated Content (UGC) Engine

The defining strategic skill of Roblox is its business model, which essentially outsources all of the large risk and expense of game development to its own users. Traditional prominent publishers (like Electronic Arts or Sony) spend hundreds of millions of dollars and half a decade building a single blockbuster game; if it fails, the company suffers vast losses. Roblox provides the free software suite (Roblox Studio) and the global server infrastructure. Millions of young, amateur developers (often teenagers) spend thousands of hours building millions of different games (like "Adopt Me!" or "Brookhaven"). Roblox simply sits in the middle, providing the platform and taking zero creative risk.

The Robux Economy and Developer Exploitation

The financial foundation of this major digital empire is "Robux," the proprietary virtual currency. While the platform is entirely free to play, users desperately want to buy digital clothing for their avatars or unlock VIP features inside specific games. They buy Robux with real-world credit cards. When a player spends 100 Robux inside a user-created game, the financial math is severe. Apple or Google takes a 30% cut for the app store, Roblox takes roughly 45% for server and platform costs, and the actual developer who built the game only receives roughly 25%. This model has sparked substantial, vocal criticism, with journalists and advocates accusing Roblox of operating an exploitative "digital sweatshop" that profits off the unregulated, underpaid labor of children.

The Metaverse Prototype and Brand Advertising

During the significant global lockdowns of the COVID-19 pandemic, Roblox achieved very high scale, essentially becoming a prominent, digital babysitter for millions of children who were isolated from their friends. At its peak, over half of all American children under the age of 16 were active on the platform. This considerable scale caught the attention of Wall Street and the advertising industry. Roblox is widely considered the most successful, currently functioning prototype of the "Metaverse." Large global brands (like Gucci, Nike, and Walmart) realized they could not reach Gen Z via traditional television commercials. They began paying millions of dollars to build, interactive digital storefronts directly inside Roblox, creating a lucrative new stream of advertising revenue.

The "Aging Up" Challenge

The existential challenge facing modern Roblox is demographics. The platform is historically, overwhelmingly dominated by children under the age of 13. As these users grow up, they typically abandon the "blocky," cartoonish graphics of Roblox for realistic, sophisticated games (like Fortnite or Call of Duty). To maintain its prominent valuation Roblox is desperately attempting to "age up" its platform. The company is investing billions in heavily upgrading its graphics engine to support realistic avatars and spatial audio, and explicitly introducing mature (17+) content. If Roblox cannot convince older, affluent teenagers and adults to spend substantial amounts of time (and money) in its digital ecosystem, its considerable revenue growth will inevitably hit a severe demographic ceiling.

Roblox Corporation Key Facts

CompanyRoblox Corporation
Annual revenue change+35.8% (FY2024–FY2025)
Financials$4.9B (FY2025, last reviewed October 2026)
Market Cap$29.4B
FY2025 net incomeloss $1.1B
Last reviewedBy Swet Parvadiya, Founder & Editor - October 2026
Founded2004
Founder(s)David Baszucki, Erik Cassel
CEODavid Baszucki
HeadquartersSan Mateo, California
IndustryGaming
Employees3,065+

Roblox Company Profile: Revenue, Business Model & Strategy

"Roblox matters because it turned a children's building platform into a creator economy where independent developers earn real money from experiences played by more than 100 million people a day."

Roblox reported FY2025 revenue of $4.891B, bookings of $5.971B and a net loss of $1.065B. In Q2 2026, revenue was $1.469B and bookings $1.557B with 123M average DAUs. Co-founder David Baszucki is CEO.

Revenue

$4.9B

Founded

2004

Recorded annual revenue change

Roblox Corporation had $3.6B of annual revenue in FY2024 and $4.9B in FY2025. Revenue rose 35.8% between those fiscal years.

Source for FY2025

Explore Roblox In Depth

Detailed research across every dimension of Roblox — history, financials, leadership, and strategy.

CorpDigest Research Desk

Research Profile

Our analysts compile business strategy profiles from public financial filings, press releases, and analyst reports. Each profile is reviewed for accuracy before publication by our editorial desk and updated on a rolling basis.

Sources & References

Financial data on this page is sourced from SEC EDGAR filings, official earnings releases, and verified press statements. Revenue figures are reviewed and updated periodically. Read our full data methodology ->

Primary source: www.sec.gov/Archives/edgar/data/1315098/000131509826000024/r

Editorial Methodology

Company Research

We use company filings, annual reports, company statements and press reports, with primary sources preferred where available. Each financial row shows its recorded source. Full-year figures are separated from annualized run-rates, partial periods and forecasts; unaudited figures carry a label. Source detail varies by company, so check the linked material when the reporting basis matters.

1. Primary Sources

Public companies may provide filings and annual reports. Private-company figures may come from statements or press coverage. A missing figure stays missing, and a source link should identify where its number came from.

2. Expert Curation

We organize company records and review claims for strategic context, source quality and clarity. Pages show a review date where one is recorded.

3. Multi-Pass Audit

Technical checks flag inconsistent figures and missing links. Editorial review of the underlying source remains necessary for claims those checks cannot verify.

Swet Parvadiya
SEC filings & public records methodology
Sourced from public financial records

Frequently Asked Questions About Roblox

How does Roblox make money?

Roblox makes most of its money selling Robux, its virtual currency, which users spend on avatar items and inside creator-built experiences. It also sells the Roblox Premium subscription and advertising. In FY2025 it reported $4.891B in revenue and $5.971B in bookings.

Who owns Roblox?

Roblox Corporation is publicly traded on the NYSE under the ticker RBLX. Co-founder and CEO David Baszucki holds Class B shares with 20 votes each, giving him outsized voting control, while institutional investors own most of the Class A shares.

Who is the CEO of Roblox?

David Baszucki, who co-founded Roblox with Erik Cassel in 2004, is the CEO and chairman of Roblox Corporation.

Who are Roblox's main competitors?

Roblox competes with Epic Games (Fortnite and its creator tools), Microsoft (Minecraft), Nintendo and other console game publishers, Discord for social time, and short-form video apps for attention.

How many people use Roblox?

Roblox averaged 111.8 million daily active users in 2025, peaking at about 152 million in Q3 2025. Average DAUs were 123 million in Q2 2026, up 10% year over year.

Is Roblox profitable?

No. Roblox reported a GAAP net loss of $1.065B in FY2025 and $183M in Q2 2026, although it generates positive free cash flow in most quarters ($294M in Q2 2026).

Why did Roblox stock fall in 2026?

After Q2 2026 results on July 30, 2026, shares fell more than 10% because bookings grew only 8%, DAUs fell from their 2025 peak, and Roblox guided to a 14% to 18% bookings decline for Q3 2026 while withdrawing full-year guidance. Management tied the slowdown to stricter age verification, safety measures and algorithm changes.

What is the Developer Exchange (DevEx)?

DevEx, launched in 2013, lets eligible creators convert Robux they earn on Roblox into real money. Roblox raised the DevEx payout rate by 8.5% in September 2025.

When did Roblox go public?

Roblox listed on the New York Stock Exchange through a direct listing in March 2021, trading under the ticker RBLX.

Is Roblox considered a game or a platform?

Roblox is definitively a platform and game creation system, not a single game. It allows users to program their own games and play games created by millions of other users.

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Content is for informational purposes only. Not financial advice. Data sourced from SEC filings, annual reports, and public records. See our full disclaimer and methodology.