Emerging growth company ☐ If an emerging growth company, indicate by check mark if the registrant has elected not to use the extended transition period for complying with any new or revised financial accounting standards provided pursuant to Section 13(a) of the Exchange Act. ☐
Item 2.02 Results of Operations and Financial Condition.
On April 30, 2026 , Roblox Corporation (the “Company”) issued a shareholder letter announcing financial results for its first quarter ended March 31, 2026 as well as second quarter and updated full year 2026 guidance. The Company also posted supplemental materials on its investor relations website (ir.roblox.com). A copy of the shareholder letter is furnished as Exhibit 99.1 to this Current Report on Form 8-K and is incorporated by reference herein. Information on the Company’s website is not, and will not be deemed, a part of this report or incorporated into this or any other filings that the Company makes with the Securities and Exchange Commission.
Item 7.01 Regulation FD Disclosure.
The Company also reported second quarter and updated full year 2026 guidance in its shareholder letter, which was issued on April 30, 2026 , a copy of which is furnished as Exhibit 99.1 to this Current Report on Form 8-K and is incorporated by reference herein.
EX-99.1 ex991-q12026earningsshar.htm EX-99.1 ex991-q12026earningsshar Exhibit 99.1 1Q26 Highlights First Quarter 2026 Financial and Operational Highlights To Our Shareholders: We continue to make progress towards our ambitious target of capturing 10% of the global gaming content market and an even greater share of the U.S. market. In Q1 2026, revenue grew 39% year-over-year to $1.4 billion and bookings grew 43% year-over-year to $1.7 billion. We generated $629 million in operating cash flow, up 42% year-over-year, and $596 million in free cash flow, up 40% year-over-year. This performance was driven by a combination of strong user and engagement growth as well as improvements in monetization across all regions. Average daily active users (DAUs) grew by nearly 34 million from Q1 2025 to Q1 2026, up 35% to 132 million. Hours engaged (Hours) increased 43% year-over-year to 31 billion. As expected, DAU and bookings growth decelerated from the outsized gains we experienced in 2025 and the platform ban in Russia, which went into effect in December 2025. We believe growth was also tempered by greater-than-expected headwinds from our age-check roll out, which restricted on-platform communication for non-age checked users, diluted communication for age-checked users, and slowed new user acquisition. We are committed to setting the Global Standard for healthy, safe, and age-appropriate digital engagement — this is core to our vision to connect 1 billion users with optimism and civility. We believe the long-term benefits of this are innumerable. Over the next few quarters, in addition to checking user age, we will implement additional improvements designed to facilitate age-appropriate access to content and product features. While our aggressive push to enhance safety lowers our expectations for topline growth in 2026, it makes our platform fundamentally better and amplifies the long-term growth potential of Roblox through more effective content targeting, tailored communication experiences, and improved community sentiment. In addition to the major steps we’re taking with respect to platform safety, we are also making significant advances in the other key growth levers we outlined last quarter in support of our plan to deliver 20%+ annualized topline growth and margin expansion over the long term. We are now publicly sharing our vision for a new foundation for creation and play code-named “Roblox Reality” that combines hyperscale multiplayer gaming with photo-realism. With respect to novel game expansion, we are executing several important initiatives that we expect will grow our 18 and over (O18) audience and content portfolio. And, we are launching platform enhancements across communication, recommendations, subscriptions, and marketplace that will continue to strengthen the Roblox flywheel. This quarter’s letter includes an update on all four of these growth levers as well as a review of our Q1 results and expectations for the remainder of 2026. 2
Novel Game Expansion We are aggressively moving to capture the untapped opportunity to expand our O18 user base, the largest segment of the traditional gaming market. As of Q1, O18 users represent 26% of DAUs who have age-checked.1 In the U.S., DAUs and Hours for the O18 user cohort both grew 40% year-over-year and within that, our 18-34 cohort grew over 50%, faster than any other cohort.2 Additionally, in the U.S., O18 users on Roblox monetize over 50% higher than our under 18 (U18) users.2 In pursuit of this opportunity, we are investing to reward the creation of “novel” games and to ensure these games can successfully build an audience on Roblox. Novel games expand into new genres, use different game play mechanics, and have a different look and feel than classic Roblox games. Targeted Increase in DevEx Rate.Today, we are announcing an increase in our Developer Exchange (DevEx) rate designed to further reward creation of novel games. Starting June 8th, we will be increasing the creators’ effective earnings for in-game spend generated by age-checked O18 users in the U.S. to 37.8% from 26.6%.3 To qualify for the higher rate, games must utilize our R15 avatar framework. R15 avatars upgrade Roblox characters with up to 132-joint skeletons, unlocking lifelike avatar animation, expressive character systems, and support for modern features like layered clothing and facial animation. Creator Programs.We have announced several otherprogramsto support creators with novel game creation, including expansion into new genres, gameplay mechanics, and visual styles. ● Roblox Jumpstartis a continuous program designed to helpnew-to-Roblox creatorslearn the platform and experienced creators explore the process of novel game creation. ● Roblox Incubatoris a six-month, milestone-driven program designed to helpexperienced teamsturn novel game concepts into polished, scalable,and commercially successful games. In these programs, Roblox provides hands-on mentorship and on and off-platform user acquisition support. The initial response to these initiatives has been strong with over 8,000 applications in two months since launch, including some impressive prototypes. You can see a couple of examples of these prototypes here:Starforged RealmsandOctane. We are also investing in and supporting novel games that are already on Roblox or are currently in development through our 3 Illustrative, assuming 30% Robux platform fee for in-game item sales and our average selling price for Robux in FY 2025 of $0.01 per Robux. 2See “Special Note Regarding Age-Check” for additional details. 1 As of the seven days ended March 31, 2026, 36% ofusers who have age-checked are under 13, 38% are between the ages of 13 and 17, and 26% are O18. 3
White Glove Service. We have teams dedicated to scouting for promising early-stage games and partnering with creators to increase engagement, improve retention, and optimize monetization design. Studio Partnerships.This quarter we began working with several well-known game studios to bring reimagined versions of beloved PC/mobile games to Roblox. Similar to the work we’re doing with Jumpstart and Incubator, we are partnering with these studios to support game design, development, and co-investing with them to seed the user acquisition flywheel. We will share more detail about the specific games in development over the next few quarters as we get closer to launch. We are excited about these studio partnerships because they represent incredibly familiar IP, loyal fanbases, and deep gameplay tailored for older users. In fact, the franchises in active development on Roblox have a total audience of over 150 million monthly players on other platforms. We are in active discussions with many more studios and publishers to bring even more large franchises to the Roblox platform. Novel Game Marketing.Novel games will also receiveenhanced on-platform placement and off-platform marketing support. On platform, we are highlighting “Standout Games,” a curated selection of novel games handpicked by our team and given priority placement on the second row of the Roblox home screen, utilizing video previews to maximize visibility. In the future, we plan to offer fully personalized home screens that could provide an entirely different look and feel depending on user age. Off platform, we’re actively scanning for early signals of novel games that can benefit from promotion outside the Roblox ecosystem. As we identify these games, we can quickly and aggressively invest to build an O18 audience in a manner that offers compelling return on advertising spend (RoAS). Technology Advancements.In Q1, we delivered foundational upgrades to our engine, enabling higher realism and more advanced avatars, while retaining core scalability to run on any and all platforms. Creators can now author and upload textures in 4K for vibrant visuals. Avatars have been upgraded with advanced skeletal joints, a new animation system supporting smooth motion, and full creator control through our Luau scripting language. Using this, creators can now produce lifelike, physically simulated avatars. We've enhanced user identity by completing the rollout of Dynamic Heads and introducing Makeup, providing more options for avatar customization and expression. These upgrades have been accompanied by significant advances in the ease of avatar creation: 1-click import and continued investment in Avatar AI AutoSetup drastically reduce the friction of bringing external assets onto the platform. Beyond avatars, we've introduced Server Authority to enable fair competitive gameplay. All creators benefit from our continued rollout of world-class scaling technologies, including Instance Streaming, Mesh/Texture Streaming, and SLIM, which allow the same realistic world to run on both high-end PCs and low-end mobile 4
Content Recommendations.Our recommendation engineis a critical mechanism for matching users with the games they love, designed to prioritize games that support creation and collaborative play rather than the passive consumption typically seen on social media platforms. Over the past several years, improvements to the system have helped diversify content recommendations, improve user retention, and identify emerging content more efficiently. We are currently experimenting with new algorithmic approaches and homepage layouts which directly optimize for 28-day retention and beyond. We believe this approach is a better predictor of long-term retention and lifetime value, especially when the algorithm is tailored to specific user cohorts. During Q2, we will be running these experiments at scale and expect them to weigh on engagement and bookings while we optimize. However, early data validates the opportunity to significantly improve recommendations with certain test cohorts already yielding a noticeable improvement in long term retention proxy metrics. Communications Engagement.Engagement with Roblox communication features is fundamental to user engagement, retention, and content virality. Following our implementation of mandatory age checks to access text or voice chat in January, we see new opportunities to enhance communication and boost engagement utilizing higher confidence user age data. Global Chat will allow players across multiple servers in the same game to communicate in a single shared “room,” significantly increasing in-game chat density. Preset messages will enable all users to easily coordinate during gameplay. And, by integrating Party Chat directly into the in-game chat window, we are removing the need for users to leave an experience to coordinate with friends, driving higher party usage and retention during co-play sessions. Collectively, these improvements, paired with our incentives to age-check, are engineered to reignite on-platform communication and deepen user connection. Roblox Plus.Today, we are launching Roblox Plus, a revamped subscription offering designed to deepen retention and value for our most highly engaged users. For $4.99 a month, Plus provides users discounts on in-game and avatar items, free unlimited private servers, and exclusive privileges to transfer Robux and trade items. The discount structure increases after the second month, which we believe will incentivize long-term subscriber retention compared to our Premium subscription offering, which was primarily an allowance product that gave parents a frictionless way to enable recurring Robux allowances for their kids. Roblox funds the Plus discount, such that creators receive a higher effective earnings share on transactions from Plus subscribers. We believe this aligns creator economics with our goal of increasing subscriber penetration. While our initial Plus offering does not include a monthly Robux allowance, we plan to introduce Plus with 8
allowance bundles in the coming weeks, and will be adding more features to Plus subscriptions in the coming months to make it a must-have add-on for all Roblox users. Advertising.We are excited by the long-term growthpotential of advertising. Our offerings for native advertisers continue to expand. We recently launched 2x1 sponsored tiles delivering even more reach for brands and creators. As of the end of Q1, more than 60 of our top 100 creators based on spend are using our native Ads Manager. Rewarded Video has the right product-market fit and drives strong results for our advertisers. In the coming months we are releasing a new plugin template to make it easier for creators to incorporate rewarded video in their games and the ability for creators to optimize for either ROI or number of plays. Starting next month, our updated advertising policies and standards go into effect, creating a safer and more consistent platform for advertisers. Creators running independent brand integrations must register campaigns in our Ads Manager and migrate to native formats like Rewarded Video and immersive billboards. By standardizing ad labels and striving for age-appropriate and COPPA-compliant content, we are simplifying brand-creator partnerships and building a more scalable, durable advertising business. 9 Key Metrics and Financials: Q1 2026 Users & Engagement.DAUs grew 35% year-over-year to132 million and Hours grew 43% year-over-year to 31 billion. We saw a broadening of Roblox’s geographic footprint. DAUs outside of the U.S. and Canada grew 40% year-over-year, while DAUs in the U.S. and Canada grew 17%. Strong user growth and a growing library of games drove another quarter of strong engagement growth. Similar to user growth trends, Hours outside of the U.S. and Canada grew 50%, while Hours in the U.S. and Canada grew 21%. DAUs and Hours growth reflected expected deceleration from the outsized gains we experienced in 2025 and was also tempered by greater-than-expected headwinds from our age-check roll out which restricted on-platform communication and slowed new user acquisition as we progressed throughout the quarter. Additionally, the December 2025 platform ban in Russia resulted in a sequential decline in DAUs and Hours. Content Diversity.The diversity of content on theplatform in Q1 resulted in broadening engagement. The long tail of content showed strength: experiences outside the top 10 saw 43% growth in engagement year-over-year and 41% growth in Robux spending year-over-year, accounting for 65% of growth in Robux spend in the quarter. Monetization.Growth in DAUs and Hours drove solidrevenue and bookings performance. Topline growth outpaced DAU growth reflecting a favorable shift in our user mix toward higher-monetizing demographics. Average monthly unique payers (MUPs) increased to 31 million, up 52% compared to a year ago. We saw strong payer growth in international markets and continued solid growth in the U.S. and Canada, up 19% year-over-year, on a larger payer base. Revenue grew 39% year-over-year to $1.4 billion and bookings grew 43% year-over-year to $1.7 billion4. 4 On a constant currency basis, revenue and bookings were up 38% year-over-year. Constant currency is calculated by converting our current period bookings and associated revenue generated from current period bookings into U.S. dollars using the comparative prior period’s monthly exchange rates for our non-USD currencies, rather than the actual average exchange rates in effect during the current period. By adjusting revenue and bookings for constant currency, we are able to provide a framework for assessing how our business performed excluding the effect of foreign currency rate fluctuations. 10
Cost Components.Q1 results benefited from operating leverage in certain fixed and variable costs: As a % of Revenue As a % of Bookings Q1 2026 Q1 2025 bps Change(A) Q1 2026 Q1 2025 bps Change(A) Cost of Revenue 20% 22% (140) NM(B) NM(B) NM(B) Developer Exchange Fees 29% 27% 210 24% 23% 110 Certain Infrastructure and Trust & Safety Expense 14% 13% 70 11% 11% 30 Personnel Costs excl. Stock-Based Compensation Expense 20% 23% (290) 17% 20% (300) (A) Change is calculated using precise figures and may not sum based on the rounded percentages presented. (B) Cost of revenue as a percentage of bookings is not meaningful as the vast majority of these costs are deferred and will be recognized over the estimated average lifetime of a paying user, which was 27 months for both Q1 2026 and Q1 2025. ● Cost of revenue grew 31% year-over-year, totaling $294 million. In Q1 2026, the share of bookings from lower-cost platforms grew relative to the prior year, resulting in lower payment processing fees as a percentage of bookings. ● Developer Exchange (DevEx) fees grew 50% year-over-year, totaling $423 million. The growth in DevEx fees reflected the increase to creator earnings we announced on September 5, 2025. ● Certain Infrastructure and Trust & Safety expenses grew 47% year-over-year, totaling $197 million. The growth was primarily driven by third-party cloud infrastructure expenses incurred to support increased traffic and engagement during the quarter. ● Personnel costs exclusive of stock-based compensation expenses grew 22%, totaling $290 million, driven by an increase in headcount compared to the same period a year ago. Consolidated net loss & Adjusted EBITDA.Consolidatednet loss was $248 million, compared to $216 million in Q1 2025. Adjusted EBITDA was $99 million, compared to $58 million in Q1 2025. Adjusted EBITDA excludes adjustments for an increase in deferred revenue of $299 million and an increase in deferred cost of revenue of $32 million, or a total change in net deferrals of $267 million in Q1 2026 compared to a total change in net deferrals of $147 million in Q1 2025. In Q1 2026, we entered into settlement agreements with certain states and are in negotiations with additional states regarding youth-related consumer protection and digital safety matters. We have accrued $57 million of expense associated with these settlements and/or settlement proposals in the quarter, which considers developments through April 30, 2026, and payments structured over multiple years. Certain elements of the settlements and/or settlement proposals have not been accrued as of March 31, 2026. These include commitments for public service campaigns, 11
headcount for law enforcement liaisons, and costs associated with implementing certain Platform and policy changes, which will be expensed as incurred. Cash Flow.Operating cash flow was $629 million inQ1 2026 compared to $444 million in Q1 2025, and free cash flow totaled $596 million in Q1 2026 compared to $427 million in Q1 2025. As a reminder, operating and free cash flow in Q1 2025 benefited from the delay of a $30 million payout to a creator that was subsequently paid in Q2 2025. Total cash, cash equivalents, and investments was $6.2 billion as of March 31, 2026, an increase of $1.7 billion compared to the previous year’s balance. GAAP Accounting & Profitability.For GAAP accounting,the vast majority of the Q1 bookings and associated payment processing fees are deferred and will be recognized as revenue and cost of revenue, respectively, over the estimated average lifetime of a paying user, which was 27 months during Q1 2026. Meanwhile, our other operating costs, which include DevEx fees, personnel costs, and certain infrastructure and trust & safety expenses, are recognized during the period. Share Count.Our fully diluted share count was 749million shares as of March 31, 2026, an increase of 2% compared to the previous year. Equity is an important part of hiring and retaining exceptional people and we will continue to strike a balance between dilution and the key value drivers in our business, namely bookings and free cash flow growth. Guidance We are updating our full-year 2026 outlook to account for a continuation of the safety headwinds we have experienced to date. We now expect full-year revenue growth to be in the range of 20% to 25%, and bookings growth to be in the range of 8% to 12%. Our updated margin expectations reflect the reduction to the topline combined with our commitment to continue making long-term investments in the business. We now expect operating cash flow to be in the range of $1.6 billion to $1.7 billion and free cash flow to be in the range of $1.1 billion to $1.3 billion. Our capital expenditures expectations remain unchanged. For Q2 2026, we expect revenue growth to be in the range of 29% to 34% and bookings growth to be in the range of 8% to 12%. We expect a sequential decline in DAUs, reflecting the deceleration we observed in Q1 and thus far in Q2. We expect operating cash flow and free cash flow to be in the range of $260 million to $275 million and $230 million to $245 million, respectively. As a reminder, Q2 2025 operating and free cash flow were negatively impacted by a $30 million payment to a creator that was delayed from Q1 2025. 12
Despite these near term adjustments, our conviction in the long-term growth opportunity for Roblox remains unchanged. We are focused on delivering 20%+ annualized topline growth and margin expansion, inclusive of DevEx increases. As we’ve noted before, the trajectory of this growth will be non-linear due to the inherent unpredictability of creator innovation and the timing of investment necessary to scale. We remain bullish that the foundations we are laying today will deliver long-term growth and shareholder value creation. Guidance Updated Guidance Q2 2026 Full Year 2026 ($ in millions) Low High Low High Revenue(A) $1,390 $1,450 $5,865 $6,135 YoY % 29% 34% 20% 25% Bookings(A) $1,550 $1,610 $7,330 $7,600 YoY % 8% 12% 8% 12% Consolidated net loss(B) $(257) $(242) $(1,175) $(1,035) Adjusted EBITDA $68 $83 $185 $325 Total net increase in deferred revenue and deferred cost of revenue $162 $162 $1,305 $1,305 Net cash and cash equivalents provided by operating activities $260 $275 $1,570 $1,745 Capital expenditures and purchases of intangible assets $(30) $(30) $(520) $(470) Free cash flow(A) $230 $245 $1,050 $1,275 YoY % 30% 38% (22)% (6)% (A) The reconciliations from revenue to bookings, consolidated net loss to Adjusted EBITDA, and operating cash flow to free cash flow are provided in the following section GAAP to Non-GAAP Reconciliations. Our revenue guidance assumes that there are no material changes in estimates used in revenue recognition, such as the estimated consumable/durable allocation of virtual goods purchased on the platform and the estimated average lifetime of a paying user. (B) Consolidated net loss guidance excludes loss contingency accruals, given the inherent uncertainty in estimates of future probability and/or range of loss based on the facts and circumstances that exist as of April 30, 2026. 13
Roblox CorporationUnaudited Financial Statements ROBLOX CORPORATION CONDENSED CONSOLIDATED BALANCE SHEETS Unaudited (in millions) As of March 31, 2026 December 31, 2025 Assets Current assets: Cash and cash equivalents $ 1,188 $ 1,205 Short-term investments 2,011 1,850 Accounts receivable—net of allowances 538 901 Prepaid expenses and other current assets 138 109 Deferred cost of revenue, current portion 867 833 Total current assets 4,742 4,898 Long-term investments 2,966 2,493 Property and equipment—net 849 885 Operating lease right-of-use assets 639 651 Deferred cost of revenue, long-term 446 448 Intangible assets, net 17 18 Goodwill 142 143 Other assets 26 21 Total assets $ 9,827 $ 9,557 Liabilities and Stockholders’ equity Current liabilities: Accounts payable $ 24 $ 65 Accrued expenses and other current liabilities 435 396 Developer exchange liability 424 496 Deferred revenue—current portion 4,425 4,169 Total current liabilities 5,308 5,126 Deferred revenue—net of current portion 2,380 2,337 Operating lease liabilities 625 643 Long-term debt, net 1,008 993 Other long-term liabilities 95 83 Total liabilities 9,416 9,182 Stockholders' equity: Common stock —* —* Additional paid-in capital 5,744 5,438 Accumulated other comprehensive income/(loss) (5) 17 Accumulated deficit (5,307) (5,061) Total Roblox Corporation stockholders' equity 432 394 Noncontrolling interest (21) (19) Total stockholders' equity 411 375 Total liabilities and stockholders' equity $ 9,827 $ 9,557 * Amounts round to zero. 14