# Roblox (RBLX) Q2 2026 earnings

Results filed 2026-07-30 for the quarter ended 2026-06-30. Source page: https://earnings.opennash.com/companies/rblx/2026-q2/
Press release and exhibits: https://www.sec.gov/Archives/edgar/data/1315098/000162828026051059/0001628280-26-051059-index.htm
> Summaries and transcripts are machine-generated and can contain errors.

## In brief

Roblox Q2 2026 revenue grew 36% year-over-year to $1.5 billion, with $318 million in operating cash flow and $294 million in free cash flow, but bookings growth of 8% landed at the low end of guidance.

Roblox's second-quarter revenue grew 36% year-over-year to $1.5 billion, and it generated $318 million in operating cash flow and $294 million in free cash flow. Daily active users rose 10% to 123 million. Bookings, which track actual spending, grew only 8%, at the low end of guidance. Management blamed lower spending per hour among younger U.S. and Canadian players, a shift away from big viral games, and changes to its recommendation algorithm. The consolidated net loss narrowed to $185 million from $280 million.
For the third quarter, Roblox expects revenue to rise 4% to 10% but bookings to fall 14% to 18% year-over-year. It said monetization softness will persist and that it will no longer give full-year guidance. Revenue still grows because most bookings are recognized over 27 months, so strong 2025 bookings keep flowing through. The main tension is whether longer player retention from the new algorithm eventually outweighs lower spending per hour, while AI investment weighs on free cash flow.

## Key numbers

| Metric | Value | Change | Basis |
| --- | --- | --- | --- |
| Revenue | $1.5 billion | up 36% year-over-year | GAAP |
| Consolidated net loss | $185 million | compared to $280 million in Q2 2025 | GAAP |
| Operating cash flow | $318 million | up 60% year-over-year | GAAP |
| Free cash flow | $294 million | up 66% year-over-year | non-GAAP |
| Adjusted EBITDA | $152 million | compared to $18 million in Q2 2025 | non-GAAP |

## Segments and operating metrics

| Name | Value | Change |
| --- | --- | --- |
| Daily active users (DAUs) | 123 million | up 10% year-over-year |
| Hours engaged | 29 billion | up 5% year-over-year |
| Average monthly unique payers | 27 million | up 15% year-over-year |
| Age-check penetration of DAUs | 57% |  |

## Outlook

| Metric | Period | Outlook |
| --- | --- | --- |
| Revenue growth year-over-year | Q3 2026 | 4% to 10% |
| Bookings change year-over-year | Q3 2026 | decline 14% to 18% |
| Operating cash flow | Q3 2026 | $110 million to $175 million |
| Free cash flow | Q3 2026 | $(60) million to $5 million |

## Key takeaways

1. **Bookings growth slowed to 8%** Bookings growth of 8% landed at the low end of guidance, versus revenue growth of 36%. Management cited lower per-hour monetization among younger cohorts in the U.S. and Canada.
2. **Algorithm change traded monetization for retention** The Recommended for You update now evaluates player behavior over 28 days, up from 7 days. Management said the near-term impact on younger cohorts was larger than anticipated.
3. **Q3 bookings guided down 14% to 18%** Roblox expects Q3 bookings to decline 14% to 18% year-over-year while revenue rises 4% to 10%. Revenue holds up because most bookings are recognized over 27 months.
4. **Cash flow strong now, weaker next quarter** Q2 free cash flow was $294 million, up 66% year-over-year. Q3 free cash flow is guided to a range of $(60) million to $5 million.
5. **Full-year guidance dropped; buyback started** Roblox moved to quarterly-only guidance one quarter early. It repurchased 8.2 million shares for approximately $380 million under a program authorized for up to $3 billion.

## Questions

**What were Roblox's Q2 2026 headline results?** Revenue grew 36% year-over-year to $1.5 billion, with consolidated net loss of $185 million versus $280 million a year earlier. Operating cash flow was $318 million and free cash flow was $294 million.
**Why did bookings growth slow to 8%?** Roblox cited lower per-hour monetization, especially among younger cohorts in the U.S. and Canada, as engagement shifted from high-monetizing viral games. Changes to the Recommended for You algorithm and disabling cross-experience game passes added to the pressure.
**What is Roblox guiding for Q3 2026?** It expects revenue to rise 4% to 10% year-over-year and bookings to decline 14% to 18%. It also guides operating cash flow of $110 million to $175 million and free cash flow of $(60) million to $5 million.
**Is Roblox still giving full-year guidance?** No. It accelerated its transition to quarterly-only guidance by one quarter and issued guidance for Q3 but not the full year. It said annual guidance is not helpful given its long-term focus.
**How is Roblox returning capital to shareholders?** The board authorized repurchases of up to $3 billion, with intent to repurchase $1 billion over twelve months from the May 19, 2026 announcement. In Q2 it repurchased 8.2 million shares for approximately $380 million.

## Slides and investor documents

- [Supplemental Materials](https://s27.q4cdn.com/984876518/files/doc_financials/2026/q2/Roblox-Q2-2026-Supplemental-Materials.pdf) (Slide deck)
- [Shareholder Letter](https://s27.q4cdn.com/984876518/files/doc_financials/2026/q2/Roblox-Q2-2026-Earnings-Shareholder-Letter.pdf) (Shareholder letter)
- [Transcript](https://s27.q4cdn.com/984876518/files/doc_financials/2026/q2/32789865_2009724400_3775763_Transcript_EditedCopy_20260730233208.pdf) (Company's official transcript)
- [Earnings Webcast](https://events.q4inc.com/attendee/107464666) (Webcast replay)
- [Investor Data Sheet](https://s27.q4cdn.com/984876518/files/doc_financials/2026/q2/Roblox-Q2-2026-Investor-Relations-Data-Sheet.pdf) (Document)

