Roblox averaged 127 million daily active users in 2025, according to its Form 10-K filed with the SEC in February 2026, and those users spent 123.9 billion hours on the platform. It is a marketplace of games made by other people, so the terms that sit underneath it matter more than usual. Every figure below comes from the filing or a named regulator and was checked in November 2026.

If you build an app, a game or a marketplace with younger users, Roblox shows what the business and the legal risk look like at scale.

How many people use Roblox?

127 million on an average day in 2025. Roblox defines a daily active user (DAU) as a registered account that logged in and visited the platform on a given calendar day. The 10-K reports users in more than 180 countries, across mobile, desktop and console.

Measure (2025)Figure
Average daily active users127 million
Hours engaged123.9 billion
Hours per daily user per day2.7
Experiences explored per user per monthOver 24
CountriesOver 180
Roblox averaged 127 million daily active users in 2025 127M average daily active userson Roblox in 2025

Hours engaged are the sum of user session lengths, which Roblox estimates with its own systems. The company also warns that its numbers may differ from third-party estimates because of different methods.

Figure 1: Roblox annual revenue in billions of dollars, 2023 to 2025. Source: Roblox Form 10-K for fiscal 2025, consolidated statements of operations.

Revenue grew from $2.799 billion in 2023 to $4.891 billion in 2025, which is 74.7% over two years (our calculation).

Roblox is large because people spend nearly three hours a day in it, not because everyone pays.

How many Roblox players actually pay?

Very few. Of the 127 million average DAUs in 2025, only about 1.8 million were average daily unique paying users, according to the 10-K. That is roughly 1.4% (our calculation). Average daily bookings per DAU were $0.15, while average daily bookings per daily unique paying user were $10.36.

Figure 2: Daily unique paying users against all other daily users, 2025 average. The 125.2 million is the remainder of the reported 127 million. Source: Roblox Form 10-K for fiscal 2025.

The paying group is growing fast. Average daily unique paying users rose from about 1.0 million in 2024 to about 1.8 million in 2025, which Roblox names as the main driver of higher bookings.

Roblox bookings grew 55 percent in 2025 while revenue grew 36 percent 55% 36% Bookings Revenue growth, 2025 vs 2024

Bookings were $6.788 billion in 2025 against $4.369 billion in 2024, an increase of 55%. Revenue grew more slowly, 36%, because Roblox spreads part of its revenue over time, using an estimated paying user life of 27 months, rather than recognizing it when Robux are bought. The change in deferred revenue, $1.934 billion in 2025, is the main reconciling item between bookings and revenue in the 10-K.

A small group of payers carries a large user base. If your product runs on a similar mix, your terms and your refund rules cover the few who spend. Our look at loot box spending shows how concentrated that spending can get.

What is Robux under Roblox’s terms?

A license, not property. The 10-K says Robux is a virtual currency that, as described in Roblox’s terms of use, is a license to engage in experiences and/or obtain virtual items. Players buy Robux, spend them on items in experiences made by creators, and the creator accumulates a portion of the Robux paid.

Figure 3: How Robux move from players to creators. Source: Roblox Form 10-K for fiscal 2025, business and risk sections.

Creators who qualify for the Developer Exchange Program can be paid real currency for earned Robux. At the end of 2025 over 35,500 creators were registered, over 10,500 of them newly qualified during the year, and over 23,500 creators were actually paid during 2025. From 5 September 2025 Roblox raised the amount creators receive per earned Robux by 8.5%.

That payout cost grew with the business. Developer exchange fees were $1.503 billion in 2025, up 63% from $0.923 billion in 2024.

If your platform sells a virtual currency, say in your terms what the buyer is getting. The wording matters for the ownership question we cover in digital game ownership data, and a terms and conditions generator is a start for the in-app purchase and refund clauses. For a worked example of those clauses, see our guide to terms and conditions for mobile game in-app purchases.

Say what a virtual currency is before a player spends a cent on it.

What age rules does Roblox say apply?

COPPA for under-13s, and a new age-check system for chat. The 10-K says the platform is designed to comply with the Children’s Online Privacy Protection Act and that it monitors other privacy laws including the EU’s GDPR and NIS2. It describes the FTC’s amended COPPA rule, published on 22 April 2025, as widening the definition of personal information to include biometric data, requiring separate parental consent for third-party data disclosures, and setting stricter data retention limits.

Federal Register records show the amended rule was published on 22 April 2025 and became effective on 23 June 2025 (90 FR 16918). Roblox says operators had until 22 April 2026 to bring their operations into compliance.

Figure 4: Dates drawn from the Federal Register and Roblox’s Form 10-K. Sources: Federal Register 2025-05904; Roblox Form 10-K for fiscal 2025.

On age checks, the 10-K says Roblox moved from self-reported age to checking users’ ages with facial age estimation, identity verification and parent or caregiver-provided age data. Because of that change, it did not report age demographic data for the fourth quarter of 2025, and it says age-checked metrics will not be comparable with earlier periods. Beginning in January 2026 it required an age check in all chat-enabled regions before a user can access chat, designed to allow chat only between users in similar age groups or Trusted Connections.

Under GDPR, the 10-K notes, fines can reach 20 million euros or 4% of annual global revenue, whichever is greater.

If kids use your product, your privacy and age rules are a product feature, not a footer link.

What does Roblox say about lawsuits?

The 10-K’s legal note describes a class action over Robux gambling. On 1 August 2023 a putative class action, Colvin v. Roblox, was filed in the Northern District of California alleging that minors used third-party virtual casinos to gamble Robux. A second case, Gentry v. Roblox, was filed in March 2024 and consolidated with it. The court let negligence, California Unfair Competition Law and unjust enrichment claims proceed and dismissed fraud-based claims and claims for injunctive relief. Roblox denies the claims and filed cross-claims against the virtual casino defendants. Discovery is ongoing, and Roblox says it cannot estimate a loss or range of loss for the unresolved matters.

These are allegations in pending cases, not findings. The 10-K note covers the matters it chose to describe, so it should not be read as a full list of every claim against the company.

For a business that sells to young people, a dispute over how a virtual currency is used can start from the terms. Make them findable, and make sure the rules on what is allowed are in them.

Pending claims are the cost of running a large platform for young players.

How profitable is Roblox?

It is not. Roblox’s consolidated net loss was $1.072 billion in 2025, a 22% negative margin, against $0.941 billion and 26% in 2024. Total costs and expenses of $6.123 billion exceeded revenue of $4.891 billion, giving a loss from operations of $1.232 billion.

Figure 5: Roblox 2025 bookings, total costs and expenses, revenue, developer exchange fees and consolidated net loss, in billions of dollars. Source: Roblox Form 10-K for fiscal 2025.

Roblox 2025 cost lines ($ billions) Research and development1.57BDeveloper exchange fees1.5BInfrastructure and trust and safety1.15BCost of revenue1.07BGeneral and administrative0.58BSales and marketing0.25B

Figure 6: Roblox 2025 cost lines in billions of dollars. Source: Roblox Form 10-K for fiscal 2025, consolidated statements of operations.

Infrastructure and trust and safety cost $1.153 billion, up 26% from $0.915 billion. Safety is a line item you can see in the accounts.

Growth and losses came together, and safety spending grew with them.

The Bottom Line

Roblox averaged 127 million daily users and 123.9 billion hours in 2025, and turned them into $6.788 billion of bookings with about 1.8 million daily payers. It still lost $1.072 billion, while paying creators $1.503 billion and spending $1.153 billion on infrastructure and trust and safety.

For a smaller business, three lessons stand out. State plainly what a virtual currency or in-app item is, because Roblox’s own filing describes Robux as a license. Plan for the few who pay, since 1.4% of daily users generated the bookings. And treat age rules as part of the product: a platform with young users faces COPPA, GDPR and its own age checks. Use the figures here as context, and take legal advice before you launch anything aimed at children. This article is data, not legal advice.

Frequently Asked Questions

How many daily active users does Roblox have? 127 million on average in 2025, across more than 180 countries, according to Roblox’s Form 10-K. Those users spent 123.9 billion hours on the platform, an average of 2.7 hours per daily user per day.

How many Roblox players actually pay? About 1.8 million average daily unique paying users in 2025, up from about 1.0 million in 2024. That is roughly 1.4% of the 127 million daily users, by our calculation from the 10-K figures.

How much money did Roblox make in 2025? Revenue was $4.891 billion, up 36% from $3.602 billion, and bookings were $6.788 billion, up 55% from $4.369 billion. Roblox still posted a consolidated net loss of $1.072 billion.

What is Robux under Roblox’s terms? Roblox’s 10-K says Robux is a virtual currency that, as described in its terms of use, is a license to engage in experiences and/or obtain virtual items. It is not described as owned property.

Sources and References

  1. Roblox Corporation. (2026). Annual Report on Form 10-K for the fiscal year ended December 31, 2025, filed 11 February 2026. Source of all user, hours, bookings, revenue, cost, net loss, Developer Exchange, age-check, COPPA description and legal proceedings figures.
  2. Federal Trade Commission, Federal Register. (2025). Children’s Online Privacy Protection Rule, 90 FR 16918, published 22 April 2025, effective 23 June 2025.
  3. U.S. Securities and Exchange Commission. EDGAR filing index for Roblox Corporation, used to confirm the filing date and fiscal period.

Note: All figures verified as of November 2026 against Roblox’s fiscal 2025 Form 10-K. The paying-user share, two-year revenue growth and growth percentages are our own calculations from the filing’s figures. The 22 April 2026 COPPA compliance date is as stated in Roblox’s filing.