Roblox Corporation

Roblox Corporation (RBLX) Market Cap

Roblox Corporation has a market capitalization of $25.43B.

Price: $35.60

-13.07 (-26.85%)

Market Cap: 25.43B

NYSE · time unavailable

CEO: David Baszucki

Sector: Technology

Industry: Electronic Gaming & Multimedia

IPO Date: 2021-03-10

Website: https://about.roblox.com

Roblox Corporation (RBLX) - Company Information

Market Cap: 25.43B|Sector: Technology

Company Profile

Roblox Corporation oversees the development and operation of a leading digital entertainment ecosystem. Its offerings include Roblox Studio, a complimentary suite of tools empowering developers and artists to construct, launch, and manage interactive 3D environments and various other forms of content. Through the Roblox Client application, users can navigate and immerse themselves in these digital 3D realms. The platform also features Roblox Education, specifically designed for educational pursuits. Furthermore, Roblox Cloud furnishes the fundamental services and infrastructure necessary to support its unique human co-experience platform. With a vast customer base, the company caters to users across the United States, the United Kingdom, Canada, numerous European nations, China, the Asia-Pacific region, and other global markets. Incorporated in 2004, its primary corporate operations are based in San Mateo, California.

Analyst Sentiment

84%
Strong Buy

From 34 Active Polls

1Y Forecast: $53.24

▲ +49.6% Potential Upside

Consensus Target Metrics

Low Bound

$30

Median

$50

High Bound

$95

Average

$53

Price & Moving Averages

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🎯 Wall Street Analyst Intelligence Report

1-Year structural target targets, chart projections, and sentiment maps.

Average 1Y Target
$53.24
▲ +49.55% Upside
Low Target
$30.00
-16% Risk
Median Target
$50.00
40% Mid
High Target
$95.00
167% Max
Consensus
Hold
16 / 37 Buys

Consensus Trend Projection

Trailing closures vs. 12-month metrics map.

Analyst Vote Distribution

Aggregate institutional coverage sentiment weights.

📊 Historical Valuation Multiples

Real-time Trailing Twelve Month (TTM) momentum side-by-side with discrete quarterly metrics.

Fiscal QuarterTTMQ2 2026Q1 2026Q4 2025Q3 2025Q2 2025Q1 2025Q4 2024Q3 2024
Period EndingTrailing 12MJun 30, 2026Mar 31, 2026Dec 31, 2025Sep 30, 2025Jun 30, 2025Mar 31, 2025Dec 31, 2024Sep 30, 2024
Market Cap ($M)25,43238,97840,25456,87296,58872,04539,15138,24028,812
Enterprise Value ($M)26,27739,82340,85457,47097,33572,83539,79739,33329,968
Price to Earnings Ratio (P/E)-24.90-52.29-40.40-45.02-93.59-64.15-45.54-43.83-29.91
Price/Earnings-to-Growth Ratio (PEG)-27.93-21.19-11.05-3.63-14.53-9.61-5.82-10.52
Price to Sales Ratio (P/S)4.4726.5327.9240.1971.0466.6737.8338.7031.35
Price to Book Ratio (P/B)167.87256.4393.18144.17236.98203.97126.01172.68151.72
Price to Free Cash Flow Ratio (P/FCF)15.51132.5867.54185.21218.13409.3591.69317.00132.15
Enterprise Value to Sales (EV/Sales)27.1128.3340.6171.5967.4038.4539.8032.61
Enterprise Value to EBITDA (EV/EBITDA)-33.50-230.19-232.12-235.42-508.91-338.26-263.56-250.35-185.46
Debt to Equity Ratio-1.0812.084.144.574.335.055.818.159.26

📘 Full Research Report

ℹ️

AI-Generated Research: This report is for informational purposes only.

📘 ROBLOX CORP CLASS A (RBLX) — Investment Overview

🧩 Business Model Overview

Roblox operates a user-generated gaming platform that connects three groups in a two-sided ecosystem: end-users (players), creators/developers (who build experiences), and advertisers/brand partners (who market or sponsor within the platform). The platform provides the core “distribution layer” (discovery, social graph, identity, matchmaking/tools, and commerce infrastructure), while creators supply the content. Monetization flows through Roblox as a percentage of user spending on virtual goods and via platform-enabled services (including subscriptions, creator-related monetization, and advertising).

The value chain is therefore less about internal game development and more about maintaining engagement and lowering the friction for creator publishing and user discovery—turning repeated user activity into a sustained purchasing base for virtual items and creators’ earnings.

💰 Revenue Streams & Monetisation Model

The primary monetisation engine is a virtual currency system (Robux) and associated spend, with Roblox taking a platform fee/“take rate” embedded in user purchases of virtual items and creator economies. A meaningful portion of revenue also comes from recurring-style offerings (e.g., subscriptions tied to virtual currency allocation and benefits) and from advertising and sponsored placements.

Margin dynamics typically hinge on:

  • Engagement depth: more active time and repeat usage increases virtual goods demand.
  • Developer/creator contribution: a healthy creator pipeline broadens content variety, improving user retention and reducing reliance on any single title.
  • Take rate and pricing power: platform value is expressed through fees on virtual economy transactions and the economics of creator monetisation.
  • Operating leverage: once infrastructure and trust & safety systems are scaled, incremental content creation and user spending can drive improving profitability.

🧠 Competitive Advantages & Market Positioning

Roblox’s moat is best framed as network effects plus switching costs created by persistent identity, social connections, and an ecosystem of user-owned and creator-driven content. Users accumulate a social graph and familiarity with experiences tied to their accounts and spend in the platform’s virtual economy. Creators gain value from distribution, tooling, and audience access that can be difficult to replicate elsewhere at comparable scale.

In addition, Roblox benefits from economies of scale in platform operations—including discovery, moderation tooling, identity, commerce systems, and live operations infrastructure that supports a large long-tail of experiences.

  • Switching costs (users): purchased virtual goods, avatar identity, and social relationships make “leaving” costly in both utility and time.
  • Switching costs (creators): audience acquisition and monetisation pathways become embedded in the platform’s distribution flywheel.
  • Network effects: more creators increases the breadth of experiences, which improves retention and attracts more users; that user base then supports stronger creator economics.

Competitive benchmarking (industry focus contrast):

  • Minecraft (Microsoft): strong sandbox engagement, but primarily developer/customer relationship is centered on a limited set of curated ecosystems rather than the open creator marketplace at the same scale.
  • Fortnite (Epic Games): monetises a large live-service title with creator modes, but the core loop is anchored in a smaller set of first-party content compared with Roblox’s broader, creator-generated catalog.
  • Unity/Unreal ecosystem offerings (engine/tooling-driven platforms): competition for developers’ attention and tooling spend, though they do not deliver the same end-user distribution and built-in social/commerce layer as Roblox.

Roblox is positioned as an open, creator-first distribution and monetisation platform, competing for attention and creator mindshare against large, highly produced game franchises and adjacent development ecosystems.

🚀 Multi-Year Growth Drivers

Over a 5–10 year horizon, growth is primarily tied to expanding engagement and deepening monetisation, enabled by structural trends:

  • Creator economy scale-up: growth in the addressable pool of creators building monetisable experiences increases content diversity and reduces concentration risk.
  • Social and identity persistence: sustained user accounts, avatar evolution, and social discovery support repeat engagement beyond single game cycles.
  • Platform monetisation maturation: continued refinement of virtual goods economics, creator payouts, and subscription features can improve revenue per user without requiring equivalent increases in content spend.
  • Cross-device accessibility: broad device reach supports user acquisition and retention across different hardware constraints.
  • Brand and advertising adoption: as engagement density increases, brands can increasingly justify spend tied to measurable in-platform audiences.
  • Geographic and demographic expansion: expanding penetration among younger and broader audiences can extend the total addressable user base for networked entertainment.

⚠ Risk Factors to Monitor

  • Trust & safety and content moderation burden: the open creator model can elevate exposure to harmful content, necessitating ongoing investment and process effectiveness.
  • Regulatory and child-safety compliance: higher scrutiny around privacy, age-appropriate experiences, and monetisation practices can impose constraints on platform design and advertising.
  • Platform risk and concentration: creator success can be cyclical; engagement swings or over-reliance on a subset of experiences can affect monetisation.
  • Technological and engagement substitution: competing platforms and new interactive entertainment formats can redirect user attention.
  • Economy mechanics and consumer behavior: changes in virtual economy pricing, supply/demand for items, or user spend patterns can affect take-rate economics.
  • IP and infringement disputes: user-generated content increases the frequency of IP-related conflicts, requiring robust enforcement.

📊 Valuation & Market View

Markets typically price high-growth consumer internet/platform models using revenue-based multiples (e.g., EV/Revenue or P/S) rather than near-term earnings metrics, reflecting the emphasis on long-duration engagement, platform economics, and operating leverage. Valuation sensitivity usually concentrates on:

  • Bookings/commerce health: strength and durability of virtual goods demand.
  • Engagement quality: retention and active usage trends (which correlate with future monetisation).
  • Monetisation efficiency: advertising conversion and subscription depth alongside commerce.
  • Operating leverage: cost discipline relative to growth, especially in moderation, infrastructure, and developer tooling.

In this sector, the key debate often centers on whether the platform’s network effects can sustain creator supply and user retention at scale while expanding monetisation without materially increasing friction or regulatory risk.

🔍 Investment Takeaway

Roblox’s long-term investment case rests on a structurally reinforced ecosystem: network effects between creators and users, switching costs driven by persistent identity and virtual economy spend, and operational scale that improves the economics of distribution and platform services. The durability of these advantages—and the company’s capacity to manage trust & safety, regulatory compliance, and competitive substitution—should determine whether monetisation and operating leverage compound over time.


⚠ AI-generated — informational only. Validate using filings before investing.

📰 Market News & Coverage

15 Stories Available

Real-time institutional reporting and market updates for RBLX.

seekingalpha.com2026-08-01

Roblox: Risky Issues Exposed As Bookings Slow (Rating Downgrade)

Roblox delivered dismal Q2 results and withdrew its full-year outlook, citing elevated uncertainty. RBLX stock plunged over 25% post-earnings, now down more than 50% year-to-date. Rapid thesis adaptation is essential as fundamental information and valuations shift in this volatile market.

fool.com2026-07-31

Roblox Guided Bookings Down as Much as 18% and Withdrew Its Full-Year Outlook. The Algorithm Change Behind It Was Deliberate.

Roblox guided third-quarter bookings to $1.576 billion to $1.653 billion, a decline of 14% to 18% from a year ago. The company also declined to offer a full-year outlook, accelerating a planned shift to quarterly-only guidance.

marketbeat.com2026-07-31

Roblox Q2 Earnings Call Highlights

Roblox NYSE: RBLX reported second-quarter 2026 revenue growth of 36% to $1.5 billion, while bookings rose 8% to $1.6 billion, landing at the low end of the company's guidance range. Management said bookings fell short of its internal expectations primarily because younger users shifted toward games with lower hourly monetization and because changes to its recommendation system prioritized long-term retention over near-term spending.

seekingalpha.com2026-07-31

Gaming and Leisure Properties, Inc. (GLPI) Q2 2026 Earnings Call Transcript

Gaming and Leisure Properties, Inc. (GLPI) Q2 2026 Earnings Call Transcript

prnewswire.com2026-07-31

RBLX INVESTOR ALERT: Roblox Corporation (RBLX) Investors with Substantial Losses Have Opportunity to Lead the Roblox Class Action Lawsuit- August 7, 2026 Deadline

SAN FRANCISCO, July 31, 2026 /PRNewswire/ -- National shareholder rights firm Hagens Berman alerts investors in Roblox Corporation (NYSE: RBLX) that the alleged class period in the ongoing securities class action litigation has been expanded. A new lawsuit now covers investors who purchased or otherwise acquired Roblox common stock between October 31, 2024 through April 30, 2026, inclusive.

247wallst.com2026-07-31

Roblox Plunges 29% in Worst Day Ever as Monetization Warning Prompts Sell Ratings

Contact [email protected] for any questions or corrections.

marketbeat.com2026-07-31

Gaming and Leisure Properties Q2 Earnings Call Highlights

Gaming and Leisure Properties NASDAQ: GLPI reported second-quarter 2026 growth in adjusted funds from operations, or AFFO, as acquisitions, lease escalators and development funding increased cash income. Chairman and Chief Executive Officer Peter Carlino said AFFO rose 10% from a year earlier and described the company's near- and medium-term growth pipeline as highly visible.

schaeffersresearch.com2026-07-31

Dow Weathers Spiking Bond Yields, Choppy Trading

The Dow, S&P 500, and Nasdaq are all volatile midday and off their highs as bond yields weigh

proactiveinvestors.com2026-07-31

Roblox shares plummet on revenue miss, withdrawn guidance

Roblox Corp (NYSE:RBLX) shares fell nearly 30% to around $34 following the company's second quarter results, as investors reacted to weaker monetization trends and a cautious outlook despite continued user growth. Roblox reported an adjusted loss of $0.26 per share for the quarter ended June 30, compared with analyst estimates calling for a loss of $0.34.

reuters.com2026-07-31

Roblox set for worst one-day drop as discovery changes hurt in-app spending

Roblox shares plunged nearly 30% on Friday, set for their worst one-day decline on record, after the gaming platform forecast a ​sharp drop in bookings, stocking concerns that recommendation algorithm changes ‌could further pressure near-term spending.

zacks.com2026-07-31

Roblox Q2 Earnings Call Highlights AI Push and Monetization Reset

RBLX expands AI creation tools and gaming reach while balancing monetization pressure and platform changes.

zacks.com2026-07-31

Is It Worth Investing in Roblox (RBLX) Based on Wall Street's Bullish Views?

The recommendations of Wall Street analysts are often relied on by investors when deciding whether to buy, sell, or hold a stock. Media reports about these brokerage-firm-employed (or sell-side) analysts changing their ratings often affect a stock's price.

proactiveinvestors.com2026-07-31

Roblox shares plummet on revenue miss, withdrawn guidance

Roblox Corp (NYSE:RBLX) shares fell nearly 30% to around $34 following the company’s second quarter results, as investors reacted to weaker monetization...

247wallst.com2026-07-31

Here Are Friday’s Top Wall Street Analyst Research Calls: Blackstone Mortgage, Boston Scientific, Edison International, Ford, GoDaddy, International Paper, Roblox, Saia, and More

After a week of wild swings that rattled portfolios and left investors guessing, Wall Street analysts are already reshuffling their ratings on Friday morning, with some surprising cuts and upgrades across sectors from utilities to gaming that could reshape how you think about your positions.

gurufocus.com2026-07-31

Roblox Stock Sinks On Weak Earnings Report

Roblox (RBLX) shares fell 15% early Friday after the gaming company reported weaker-than-expected second-quarter engagement and provided a softer outlook for th

📊 AI Financial Analysis

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Earnings Data: Q Ending 2026-06-30

"Headline (2026-06-30, Q2): Revenue $1.469B; Net income -$183M (EPS -0.26). YoY growth (vs 2025-06-30 Q2): Revenue +35.8% and Net income improved from -$278.4M to -$183.0M (loss narrowed ~34.3%). QoQ (vs 2026-03-31 Q1): Revenue +1.9% and Net income improved from -$246.0M to -$183.0M (loss narrowed ~25.6%). Over the last four quarters, gross margin remains very strong (about 78–80%) but profitability is still pressured by operating expense structure; operating and net margins are deeply negative, though they have improved sequentially (net margin -17.1% in Q1 to -12.5% in Q2). Cash flow quality looks mixed but generally supported: operating cash flow rose to $318M in Q2 from $629M in Q1, with free cash flow remaining positive at $351M (capex modest). Balance sheet resilience is notable for a non-bank: large liquidity buffers (cash + short-term investments $3.014B) alongside sizeable liabilities driven by deferred revenue (current), and equity is still thin versus liabilities (total equity about $129M) though it is relatively stable QoQ. Shareholder returns appear weak on price momentum: the stock is only +2.1% over 1 year and down -55.1% over 6 months, with no dividends or meaningful buyback support indicated here. Analyst target consensus is $74.67 vs $60.34 current (~+24% upside)."

Revenue Growth

Positive

Revenue increased QoQ +1.9% (Q1 $1.442B to Q2 $1.469B) and grew strongly YoY +35.8% (Q2 2025 $1.081B to Q2 2026 $1.469B), indicating an upward demand trend despite volatility.

Profitability

Caution

Margins are still deeply negative, but improvement is visible: net loss narrowed QoQ (-$246M to -$183M) and YoY (-$278M to -$183M). Gross margin is stable-high (~78–80%), while operating costs keep operating margin negative.

Cash Flow Quality

Neutral

Free cash flow was positive in Q2 ($351M) and operating cash flow also positive ($318M). However, OCF was down QoQ ($629M to $318M), so cash generation is variable despite modest capex.

Leverage & Balance Sheet

Caution

Liquidity is strong (cash+ST investments $3.014B), and net debt is negative (-$322M), but equity is very small relative to assets/liabilities (total equity ~$129M). Deferred revenue is a major liability driver, so resilience depends on continued business performance.

Shareholder Returns

Caution

Total return signals are mixed to weak: price is only +2.1% over 1 year and down sharply over 6 months (-55.1%). No dividend yield support is present, and buybacks are not large enough (per CFO/CF financing disclosure) to offset price weakness.

Analyst Sentiment & Valuation

Fair

Consensus price target ($74.67) is above the current price ($60.34), implying ~+24% upside, but the 1Y price momentum is low, and negative earnings constrain valuation quality.

Disclaimer:This analysis is AI-generated for informational purposes only. Accuracy is not guaranteed and this does not constitute financial advice.

Fundamentals Overview

Loading fundamentals overview...

Roblox delivered strong Q1 operating performance—$1.4B revenue (+39% YoY) and $1.7B bookings (+43% YoY)—with engagement and monetization holding up (DAUs +35%, hours +43%, payers +52%). However, management’s Q2→Q4 outlook deteriorated due to AgeCheck safety friction: communications access gating reduced word-of-mouth and organic growth, likely contributing to lower app-store ratings and weaker top-of-funnel sign-ups. As a result, full-year guidance was cut to 20%–25% revenue growth and 8%–12% bookings growth, with margin pressure driven by fixed-cost deleveraging plus investments supporting the 18+ DevEx increase. The strategic counterweight is clear: a June global age-based accounts rollout and a June 8 DevEx rate step-up (37.8% from 26.6% for age-checked 18+ users in the U.S.), paired with discovery optimization toward 28-day retention and new comms features (global chat experiments, preset messages, and native party chat). Near-term weakness is top-of-funnel; long-term bet is age-verified 18+ monetization and retention.

AI IconGrowth Catalysts

  • 18+ monetization engine expansion via higher DevEx rate for age-checked 18 and up users (U.S.), intended to increase novel games creation
  • Discovery algorithm shift toward 28-day retention (and beyond) versus shorter-term monetization, to prioritize long-term platform retention
  • Communication re-engagement roadmap post global AgeCheck: global chat (in experimental subset) + preset messages + native party chat (text/voice and potential voice+avatar video for trusted friends with consent)
  • Creator acceleration via AI tooling: nearly half of top 1,000 creators using Roblox Assistant and/or MCP; agentic Roblox Studio work starting in April; mesh/procedural generation + NPC testing agent

Business Development

  • Working with well-known game studios to bring reimagined versions of their beloved mobile games to Roblox (details to come)
  • Initial jump-start and incubator program for novel games onboarding roughly 100 novel games (white-glove service)

AI IconFinancial Highlights

  • Revenue $1.4B (+39% YoY); bookings $1.7B (+43% YoY); operating cash flow $629M and free cash flow $596M, each up 4,240% YoY
  • Monthly unique payers 31M (+52% YoY); DAUs 132M (+35% YoY); hours 31B (+43% YoY
  • App store rating and organic sign-up headwinds attributed to age-check-induced communication reduction plus a monetization bias in recommendations impacting ratings
  • Full-year guidance revised: revenue growth 20% to 25% and bookings growth 8% to 12% (shift attributed largely to safety/age-check-related friction and follow-on comms/discovery effects)
  • Guidance margin impact noted as fixed-cost deleveraging plus incremental investments related to the 18+ DevEx increase (about one quarter of margin reduction tied to DevEx investment)

AI IconCapital Funding

  • Free cash flow $596M in Q1 2026 (+4,240% YoY)
  • No explicit buyback, debt level, or cash runway figures provided in the transcript

AI IconStrategy & Ops

  • AgeCheck global rollout to access chat launched January; as of Q1, 51% of global DAUs age checked; U.S. 65% and Australia 70%
  • Planned age-based accounts framework leveraging AgeCheck expected to roll out globally in June (inferred from management statement)
  • Communications changes: follow-on reduction in % of users communicating; adult-to-16-and-under communication banding, no image sharing
  • Discovery transition in progress: experiments optimizing for 28-day retention and beyond
  • Roblox Studio “agentic” capability (April): Assistant executes plans and runs building agents to test and deliver features with minimal creator engagement

AI IconMarket Outlook

  • Full-year 2026 guidance: revenue growth 20% to 25%; bookings growth 8% to 12%
  • Expectation: DAUs contract between Q1 and Q2 then return to sequential growth in Q3
  • DevEx change timing: starting June 8, U.S. creator earnings for in-experience spend generated by age-checked 18 and up users increases to 37.8% from 26.6%
  • Roblox Reality: no launch date stated; management said inference will use cloud compute, with cloud/subscription approach discussed but no quantified schedule

AI IconRisks & Headwinds

  • Short-term bookings headwinds expected from safety friction: AgeCheck rollout reduces communication access for non-age-checked users and dampens organic sign-ups via lower app store ratings
  • Reduced word-of-mouth/organic content growth driven by communication engagement reduction (second-order impacts)
  • Top-of-funnel sign-up challenges tied to app store rating declines from a monetization-biased recommendation engine during the friction period
  • Incremental fixed-cost deleveraging effects tied to reduced bookings expectation
  • DAU growth deceleration: Q1 DAU growth 35% (down from roughly 70% seen in prior two quarters)

Q&A: Analyst Interest

  • Guidance cut drivers: Management characterized the reduction as largely safety related—AgeCheck plus knock-on communications engagement and app-store signup effects—along with some discovery monetization bias. They cited product changes and comms/discovery improvements as the intended offset that should stabilize later periods.
  • Q3 DAU return confidence and comms roadmap timing: Management said return to sequential DAU growth in Q3 is supported by seasonality plus product changes rolled out by then. They argued kids/select-account impacts are smaller than January comms gating because cohorts still have access to 20,000+ games.
  • Roblox Reality cost/capex implications: Management stated CapEx expectations for the year were unchanged. They said cloud training is factored into updated margin guidance; inference will be usage-funded via subscriptions/compute offset, while additional training needs may emerge beyond the current year.

Sentiment: CAUTIOUS

Note: This summary was synthesized by AI from the RBLX Q1 2026 earnings transcript. Financial data is complex; please verify all metrics against official SEC filings before making investment decisions.

📋 Official Regulatory 10-K / 10-Q SEC Filings

Direct authenticated documentation links to audited SEC database reports for RBLX.

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SEC Filings (RBLX)

© 2026 Stock Market Info — Roblox Corporation (RBLX) Financial Profile