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News/Roblox Reveals $4.9m Revenue
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News/Roblox Reveals $4.9m Revenue
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{{News |seo_title=Roblox Reveals $4.9m Revenue |seo_keywords=Roblox |image=Roblox.jpg |tags=Roblox |date=2026-02-06T14:40:36.000Z |sources={{NewsSource |source=Games Industry |url=https://www.gamesindustry.biz/roblox-reports-significant-growth-for-2025-hitting-49bn-in-revenue |article=News/Roblox Reveals $4.9m Revenue }} |author=Andura |category=Companies |content='''TL;DR''' *Roblox posts record-breaking revenue and bookings in Q4 and full-year 2025, beating guidance. *Daily active users and engagement hit new highs, driving strong monetisation growth. *Despite rising losses, Roblox calls 2025 a “banner year” for the platform. Roblox has released its financial results for the fourth quarter and fiscal year ended December 31, 2025, reporting substantial growth across nearly all major metrics. The company said its performance “significantly exceeded” both annual guidance and long-term targets, marking what it described as a standout year for the platform. ==The numbers== ===Q4=== Revenue reached $1.4 billion, representing a 43% increase year-on-year. Bookings climbed to $2.2 billion, up 63% compared to the same period last year. Net losses widened to $318 million, compared to $221 million in Q4 of the previous year. ===Full-year=== Full-year revenue totaled $4.9 billion, up 36% year-on-year. Bookings rose sharply to $6.8 billion, an increase of 55% year-on-year. Net losses for the year reached $1.07 billion, compared to $940.6 million in the prior fiscal year. Roblox described 2025 as a “banner year” for the business, pointing to results that went well beyond its expectations. The company said it reached “new heights across its core metrics,” particularly in daily active users and total engagement. By the end of the fiscal year, Roblox estimated it accounted for 3.4% of the global gaming content market, underscoring its growing influence within the wider games industry. The fourth quarter in particular “exceeded expectations,” with strong gains in revenue and bookings driven by both user growth and improved monetisation. Daily active users surged 69% year-on-year to 144 million, while hours engaged jumped 88% to 35 billion. Monetisation metrics also showed significant momentum. Roblox reported that average monthly unique payers increased by 94% year-on-year, reaching 36.7 million users. On average, players spent $20.18 per month on the platform. Spending of Robux, Roblox’s in-game currency, rose by 53% compared to the previous year. }}
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