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    Home»Digital Culture»Metaverse & Virtual Worlds»Roblox Q3 results beat expectations despite bookings falling 12% to $1.7bn
    Metaverse & Virtual Worlds

    Roblox Q3 results beat expectations despite bookings falling 12% to $1.7bn

    JamesBy JamesOctober 30, 2026No Comments3 Mins Read
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    Roblox’s latest financial results beat expectations for its third quarter, with revenue up 16% year-on-year to $1.6 billion.

    Bookings fell 12% to $1.7 billion due to a comparatively stronger period of growth in 2025, though Roblox noted Q3 bookings were up over 50% on a two-year basis.

    Average daily active users (DAUs) declined 9% year-on-year, while hours engaged also dropped 15% to 34 billion, again due to “difficult comparisons” to 2025.

    Average bookings per DAU also fell 3% to $12.29, and average monthly unique payers decreased 16% to 30.3 million.

    The numbers

    For the three months ended September 30, <a href="https://comicvibe.com/anime-vs-anime-codes-october-2026/” title=”Anime vs Anime codes October 2026″>2026

    • Revenue: $1.6 billion (up 16% year-on-year)
    • Bookings: $1.7 billion (down 12% year-on-year)
    • Net losses: $230 million

    The highlights

    In its quarterly shareholder letter, it focused on how AI continues to shape its creator platform.

    More than 80% of its top 100 games ranked by hours engaged “used AI tools to accelerate creation,” while 97% of creators who regularly use AI said it accelerated their development timelines.

    Published games that use AI grew more than 50% quarter over quarter, with games made “almost entirely with AI” like Break and Steal an Egg and Huss Valley breaking into the Top 20 ranked by concurrent players.

    Earlier this year, Roblox introduced agentic AI tools, and then announced the mobile, AI-powered Build feature at this year’s Roblox Developer’s Conference.

    Build has since launched in alpha in New Zealand, Singapore, Serbia, and Thailand, with more than 500,000 users publishing over 70,000 games.

    “AI is fundamentally reshaping the gaming industry, driving a step function change in the pace at which content can be created,” said Roblox CEO David Baszucki. “When anyone can create a game, what matters most is scaled distribution, effective discovery, a robust economy, industry-leading safety, and infrastructure to support it all.”

    “Roblox is built on an architecture that combines all of these elements, and AI has accelerated our ambitions. We’re building Roblox into the platform for all gaming, where any game can be created once, run anywhere, on any device at a massive scale.”

    Roblox also highlighted its focus on capturing the over-18 audience, which it’s doing through initiatives including Roblox Everywhere, which enables creators to publish their games across platforms, and the AI-driven upscaler Roblox Reality.

    “We are focused on replicating the success we have had in younger cohorts with the over 18 demographic,” the firm said.

    “This year, we have improved our engine to support higher fidelity content, increased the Developer Exchange (DevEx) rate to reward in-game monetisation from over 18 US users, scaled paid acquisition targeting over 18 users, and optimised our discovery algorithm on a cohort-by-cohort basis.”

    “Over 18 is our fastest-growing cohort on the platform. In the US, over-18 users monetise more than 50% above our under-18 audience. As we grow our over 18 audience, we expect overall monetisation to improve.”

    Newzoo recently published a report finding that 80% of Roblox’s older audience spent money on games in the past six months, compared with 59% of non-players.

    Beat Despite expectations results Roblox
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