Roblox Corporation oversees the development and operation of a leading digital entertainment ecosystem. Its offerings include Roblox Studio, a complimentary suite of ...
Roblox Corporation is a technology company that provides a user-generated content platform for gaming and social interaction. The company was founded by David Baszucki and Erik Cassel in 2004, with the Roblox platform officially launching in 2006. Headquartered in San Mateo, California, Roblox has grown into a global phenomenon, with ...Roblox Corporation is a technology company that provides a user-generated content platform for gaming and social interaction. The company was founded by David Baszucki and Erik Cassel in 2004, with the Roblox platform officially launching in 2006. Headquartered in San Mateo, California, Roblox has grown into a global phenomenon, with millions of daily active users across the U.S., U.K., Canada, Europe, China, and Asia-Pacific regions. The company's business model centers around a virtual economy where users purchase Robux (virtual currency) to spend on in-game items and experiences, with developers earning a share of revenue. Roblox offers tools like Roblox Studio for creators, a client application for players, and Roblox Cloud infrastructure for backend support. As of 2025, the company employs over 3,000 people and continues to invest heavily in research and development (R&D) to enhance the platform's capabilities, including AI-driven content creation and cross-platform expansion. Financially, Roblox has been revenue-generative but not yet profitable, with net losses in recent years due to heavy R&D and infrastructure costs. The company's stock trades on the NYSE under the symbol RBLX, with a market cap around $26 billion. Key executives include co-founder and CEO David Baszucki, who is also known as 'Builderman' in the Roblox community. Roblox's mission is to build a human co-experience platform that enables shared experiences through 3D digital worlds, and it continues to expand into areas like education, virtual events, and enterprise solutions.
YoYYoY means Year-over-Year. It compares the latest annual value with the previous annual value to show long-term trend strength.
QoQQoQ means Quarter-over-Quarter. It compares the latest quarter with the immediately previous quarter to show short-term momentum changes.
RevenueThe total money that came through the front door from selling things, before paying a single bill. Think of it as the grand total of every credit card swipe from customers. (YoY compares this year to last year's performance, while QoQ compares the current three months to the previous three).
$4.9B
+35.8%
+1.9%
Net IncomeThe absolute bottom line. If the company paid every single supplier, employee, banker, and tax collector, this is the actual money left in their pocket at the end of the day.
$-1.1B
-13.9%
+25.6%
Gross MarginThe basic markup. If they sell a $100 pair of sneakers, this percentage tells you how much of that price tag is profit right after paying for the rubber and shoelaces, but before paying for things like store rent or TV commercials.
+78.1%
+0.4%
+0.6%
Operating MarginThe 'day job' efficiency score. Out of every dollar a customer spends, this shows how many cents the company keeps after making the product AND paying for all the everyday corporate overhead (like salaries, marketing, and keeping the lights on).
-25.2%
+14.6%
+23.5%
Net MarginThe final take-home percentage. When you strip away every conceivable cost, tax, and interest payment, this is the exact number of cents the company truly gets to keep from every dollar in sales.
-21.8%
+16.1%
+27.0%
Free Cash FlowThe holy grail of corporate cash. It's the spendable, physical money left over after the business pays for its daily operations AND buys the big, expensive upgrades (like new factories or servers) it needs to survive. This is the 'free' money they can use to pay dividends or buy back stock.
$1.4B
+111.0%
-50.7%
FCF MarginThe ultimate cash conversion rate. It shows how good the company is at turning regular sales directly into cold, hard, spendable cash. A high percentage means the business is an absolute cash-printing machine.
+27.7%
+55.4%
-51.6%
Debt / EquityThe financial risk gauge. It compares how much of the company's empire was built using borrowed money (loans) versus the owners' own money (shareholders). A high number means they are heavily leveraged and playing a riskier game; a low number means they are playing it safe.
457.0%
-43.9%
+191.8%
Current RatioThe 12-month survival check. It simply compares the cash they have right now (plus things they can quickly turn into cash) against the immediate bills they absolutely must pay this year. A score above 1 means they have enough in the wallet to cover the upcoming bills without panicking.
0.96x
-6.1%
-8.1%
Total AssetsThe absolute size of the company's empire. It bundles together absolutely everything of value they own—from the cash in the register and the inventory in the warehouse, to the software patents in the vault and the factories on the ground.
Operator: Good afternoon, everyone. My name is Regina, and I will be your conference operator today. Welcome to Roblox's Second Quarter 26 Earnings Conference Call. All lines have been placed on mute to prevent any background noise. After the speakers' remarks, there will be a question-and-answer session. Star then the number 1 on your telephone keypad. We ask that you limit your initial question to 1. I will now turn the call over to Jaime Sue Morris, Roblox's Head of Investor Relations. Jaime?
Jaime Sue Morris: Good afternoon, everyone. Thank you for joining us to discuss our Q2 26 results. With me today is Roblox's Co-Founder and CEO, David Baszucki and our chief financial officer, Naveen K. Chopra. Before we begin, I would like to remind you that our commentary today may include forward looking statements which are subject to risks, uncertainties and assumptions. That could cause actual results to differ materially from those described in our forward looking statements. A description of these risks, uncertainties and assumptions are included in our filings, including our most recent reports on Form 10-Ks and Form 10-Q. You should not rely on our forward looking statements as predictions of future events. And we disclaim any obligation to update these statements except as required by law. During this call, we will also discuss certain non-GAAP financial measures. Reconciliations between GAAP and non-GAAP metrics can be found in our shareholder letter and supplemental materials which are available on our Investor Relations website. With that, I will turn the call over to David.
David Baszucki: Thank you. Afternoon, and thank you for joining us. Today, I will start with a few remarks about the quarter. And then I will turn it over to Naveen to discuss results and guidance. And then I will conclude with some important updates about how we plan to achieve our long term goals. We remain steadfast in our goal to capture 10% of the global gaming market and an even greater share of The US market. Against the backdrop of the incredible growth we delivered last year, in Q2, we delivered healthy year over year growth in users, hours, and cash flow. And while bookings growth fell within our guidance range, It was below our internal goal, which we will discuss in detail on today's call. Before I hand it over to Naveen, I want to give some updates on the business. First, let's talk about safety. In the first part of this year, we made the decision to AgeCheck everyone on our platform and to limit chat only to those users who have AgeChecked. We have made significant progress this quarter. And as a result, AgeCheck penetration has increased to 57% globally And in the first countries where we rolled it out, Australia is approaching 80% and The US and UK are at 70%. Within the 18+ segments, we are making enormous progress with The US 18 at 75%. And in addition to our filters, industry leading safety, we do not allow image sharing in chat. And in conjunction …