Roblox Q3 Earnings: Daily Users Fall 9% as Bookings Drop 12%

Roblox Q3 earnings, released on October 29, 2026, show a platform in transition: revenue rose 16% year over year to $1.57 billion, but bookings fell 12% to $1.70 billion and average daily active users dropped 9% to 138 million. A weak fourth-quarter outlook sent Roblox shares down more than 16% in after-hours trading, according to Bloomberg.
Roblox Q3 earnings at a glance
According to the company’s Q3 2026 shareholder letter, bookings came in above the high end of Roblox’s own guidance range, even though they were lower than a year earlier. The company blames the declines on comparisons with its unusually strong 2025, and notes that bookings are still up more than 50% on a two-year basis.
- Revenue: $1.572 billion, up 16% from $1.36 billion
- Bookings: $1.697 billion, down 12%
- Daily active users: 138 million, down 9% year over year but up 12% from Q2
- Hours engaged: nearly 34 billion, down 15% year over year
- Net loss: $230 million, narrower than $258 million a year ago
- Adjusted EBITDA: $138 million, up from $46 million
- Free cash flow: $364 million
Monthly unique payers fell 16% to 30 million, although average bookings per payer rose 5%. The quarterly 10-Q filing adds that only about 1.8 million of the 138 million daily users paid on an average day.
Why the fourth-quarter outlook worried investors
Roblox expects Q4 bookings of $1.89 billion to $2.0 billion, a decline of 10% to 15% year over year. It also guides for a net loss of $363 million to $423 million, negative adjusted EBITDA of $10 million to $70 million, and negative free cash flow, partly because capital spending shifted from Q3 into Q4. The company says monetization among younger U.S. players is still under pressure.
Adults, age checks and AI-built games
The growth story Roblox is now telling is about adults. Users aged 18 and over made up 29% of age-checked daily users globally and 37% in the U.S., and Roblox says adults in the U.S. spend over 50% more than younger players. By the end of the quarter, 64% of global daily users had completed an age check, part of the age verification system Roblox has been expanding.
Growth outside the U.S. was stronger: daily users rose 37% in India and 33% in Japan. Roblox also says more than 80% of its top 100 games used AI tools during development, and its prompt-to-game tool, Build, has been used by over 500,000 people in test markets. Next year, a program called Roblox Everywhere is expected to let creators publish games built on Roblox to other app stores.
What it means for players and investors
For players, nothing changes overnight, but expect more age-check prompts and more AI-made games in recommendations. For investors, Roblox joins other tech companies whose results this week were judged on outlook rather than the quarter itself, including Amazon, Intel and Reddit.
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