The Roblox story
Roblox runs a gaming and creation platform built around Robux, and its central question is whether broader content and stronger player retention can restore spending per hour as it expands beyond younger audiences.
Written from Roblox's own filings with the SEC, and rewritten when it publishes a new earnings release. Updated 2026-09-30.
- $41.86share price, last close
- $29.9Bmarket value
- 13/36TenQ Score checks passed
- 21.5%growth a year the price assumes
The story in brief
- Revenue outpaces bookings. In the quarter to June 2026, revenue grew 36% to $1.5 billion, but bookings grew 8% as users shifted toward games with lower spending per hour.
- Cash faces a slowdown. Free cash flow reached $294 million in the quarter to June 2026, while guidance for the quarter to September 2026 ranges from $(60) million to $5 million.
- Repurchases address dilution. Roblox spent $380 million repurchasing 8.2 million shares in the quarter to June 2026 under a $3 billion authorization designed to partially offset employee equity grants.
What drives the business
- Roblox depends on creators making content that attracts players, whose engagement and spending give creators reasons to keep building, with over 14 million active experiences available during 2025.
- Roblox Studio supplies free creation tools, Roblox Client lets users access experiences, and Roblox Cloud powers the platform, while Roblox retains part of every Robux transaction and distributes the rest to creators.
- In 2025, Roblox averaged 127 million daily active users and approximately 1.8 million daily unique paying users, making conversion from participation to spending central to its economics.
- Expansion into older audiences is a strategic priority: in the quarter to June 2026, U.S. users over 18 monetized over 50% higher than younger users, and Roblox is expanding support for single-player games and prompt-based creation through Build.
- Daily active users reached 123 million in the quarter to June 2026, with growth of 67% in Japan and 64% in India, compared with 6% in the U.S. and Canada.
What the price assumes
At $41.86, the reverse DCF implies that free cash flow after stock pay grows 21.5% a year for ten years, using a 10.2% discount rate.
Roblox delivered 30.0% annual revenue growth over the last three fiscal years, but revenue is a proxy here, not a demonstrated record of free cash flow growth after stock pay.
The implied growth exceeds the TenQ check's 17.0% bar, which slows that historical revenue growth record halfway toward 4%.
What could change the story
- The discovery algorithm's emphasis on retention reduced near-term monetization more than management expected among younger users in the U.S. and Canada, leaving the eventual spending benefit unproven.
- Revenue can lag changes in demand because the vast majority of bookings are recognized over 27 months, so revenue growth alone may obscure weaker spending.
- Certain infrastructure and trust and safety expenses grew 54% to $236 million in the quarter to June 2026, while the operating margin over the last twelve months was -20.7%, failing TenQ's profitability and operating-efficiency checks.
- Stock-based pay of $1.1 billion over the last twelve months is substantial alongside $1.6 billion of free cash flow, and the fully diluted share count in June 2026 remained up 2% from a year earlier despite repurchases.
- The near-term liquidity check fails at 0.82, although cash and short-term investments of $3.0 billion exceed total debt of $1.0 billion.
What to watch next
- For the quarter to September 2026, Roblox expects revenue growth of 4% to 10% but a bookings decline of 14% to 18%, making bookings and spending per hour clearer tests of demand than recognized revenue.
- Management expects daily active users to increase sequentially while monetization softness persists, so payer growth, retention and spending among younger users will show whether discovery changes are working together.
- Operating cash flow guidance of $110 million to $175 million and free cash flow guidance of $(60) million to $5 million include a $40 million working-capital headwind from creator payout timing, alongside increased infrastructure investment.
- Further releases can show whether age-check penetration advances from 57% and on-platform communication recovers as Roblox Kids, Select and new chat tools expand.
Sources
- Roblox's earnings release, filed with the SEC
- Its latest 10-Q or 10-K, for the risk factors
- The RBLX stock report, for every figure and check