Roblox Corp. (NYSE:RBLX) published its fourth-quarter fiscal year results, reporting an uptick in users and bookings that eclipsed expert expectations. With an estimated 144 million daily active users (DAUs), the company says it exceeded previous industry projections of 140 million DAUs by about 69 percent year-on-year (YoY). Additionally, Roblox reported an 88 percent increase in hours engaged, propelling cumulative user playtime to a whopping 35 billion hours.
Roblox also reported bookings of about $2.2 billion, beating estimates of $2.09 billion. Roblox shares rose by around 27 percent after results were published.
“Roblox’s success is rooted in the boundless creativity of our creator community,” said Roblox founder and CEO David Baszucki (per GI.biz).
“In 2025, their dedication resulted in massive growth in our platform and enabled our top 1,000 creators to earn an average of $1.3 million.” The CEO and founder continued: “We are confident in our vision to connect one billion users and capture 10% of the global gaming market. We will achieve this through continuous innovation: delivering high-fidelity content for all audiences, leveraging AI to accelerate content velocity, and prioritising our commitment to online safety.”
At the fiscal year’s end, Roblox comprised more than 3 percent of the global gaming market. The platform’s increasingly viral “Steal A Brainrot” game is partly responsible; the viral in-game “experience” recently hosted pop performer Bruno Mars in a virtual concert that drew nearly 13 million concurrent users. Total viewer counts for Mars’ Roblox performance surpass the Guinness World Record-setting Travis Scott show, which saw around 12.3 audience members.
Roblox, by the numbers
Q4 FY25
- Revenue: $1.4 billion (+43% YoY)
- Bookings: $2.2 billion (+63% YoY)
- Net losses: $318 million (vs. $221 million last year)
Full-year
- Revenue: $4.9 billion (+36% YoY)
- Bookings: $6.8 billion (+55% YoY)
- Net losses: $1.07 billion (vs. $940.6 million last year)
Unique user spending, according to Roblox’s new report, averages about $20 monthly. The company also says Robux spending is up, citing a 53 percent increase. Robux, the gaming platform’s in-game currency, allows players to purchase special items, unlock premium avatar features, and more.
While Robux can only be spent in-game, the digital dinero requires real-world investment — usually from parents, as about 73 percent of Roblox users report being aged under 18. Among the platform’s DAUs, about 38 percent are aged 13 to 17, while 35 percent are under 13.
Controversies cloud Roblox’s commercial success
Over the last year, Roblox has also faced mounting scrutiny from parents, industry professionals, and legal experts as child disappearances, noteworthy lawsuits, provocative moderation practices, and other controversies have overshadowed the site’s commercial success. Last week, the platform came under fire for its statement regarding the disappearance of 15-year-old Long Island teen Thomas Medlin, who reportedly left New York City to connect with a friend he met on Roblox. Medlin was last seen at Grand Central Station in Manhattan around 5:30 p.m. on January 9.
Authorities urge anyone with information regarding Medlin’s disappearance to contact detectives at +1 (631) 854-8452 or contact 911.



