The short version
- Users: 138 million a day, down 9% on Q3 2025 but up 12% on Q2 2026.
- Spending: bookings of $1.697 billion, down 12%. Monthly paying users fell 16% to 30 million, but each spent 5% more.
- Revenue: $1.572 billion, up 16%, because Roblox spreads purchases over 27 months.
- Our charts: one game, Steal An Egg, had about 20% of all players in the top 100. 47 of the top 100 were made in 2026.
- Next quarter: Roblox expects bookings to fall 10% to 15% year on year.
Roblox reported its third quarter results on 29 October 2026. The headline was a year-on-year fall in daily users, the first since Roblox became a public company in 2021. The quarter-on-quarter picture was the opposite: more players, more hours and more spending than in the spring.
Both are true, and the reason is 2025. Roblox had an exceptional year, with a run of viral hits pushing users and hours to records. This year is being measured against that. We took ten snapshots of Roblox's public game charts between 27 and 31 October, the same week as the results, to see what the platform looks like from the player side.
The quarter in numbers
| Measure | Q3 2025 | Q3 2026 | Change |
|---|---|---|---|
| Daily active users | 152M | 138M | -9% |
| Hours engaged | 40B | 34B | -15% |
| Bookings | $1.922B | $1.697B | -12% |
| Revenue | $1.360B | $1.572B | +16% |
| Monthly unique payers | 36M | 30M | -16% |
| Bookings per daily user | $12.64 | $12.30 | -3% |
| Net loss | $258M | $230M | smaller |
| Adjusted EBITDA | $46M | $138M | x3 |
| Free cash flow | $443M | $364M | -18% |
Bookings per daily user is bookings divided by average daily users, which we worked out from the reported totals. The Q3 2025 payer figure is derived from the reported 16% fall. Everything else is as Roblox reported it.
Two lines are easy to misread. Revenue went up while bookings went down because Roblox doesn't count a purchase as revenue straight away. It spreads it over the estimated lifetime of a paying user, 27 months, so this year's revenue still contains last year's spending. Bookings, the money players spent in the quarter, is the better guide to what happened in it.
The other is payers. 16% fewer people paid each month, but those who did spent 5% more. Roblox's spending is becoming more concentrated in a smaller group.
Where the players are, and where the money is

| Region | Daily users | Change | Bookings | Change | Per daily user |
|---|---|---|---|---|---|
| US and Canada | 24M | -10% | $907M | -13% | $37.79 |
| Europe | 32M | -5% | $360M | -12% | $11.25 |
| Asia-Pacific | 42M | -9% | $226M | -7% | $5.38 |
| Rest of world | 40M | -11% | $204M | -8% | $5.10 |
Per daily user figures are our division of rounded totals, so they differ slightly from Roblox's own. The pattern is the point: a player in the US or Canada is worth about seven times as much in bookings as a player in Asia-Pacific. That's why the 13% fall in US and Canada bookings mattered more than any other line in the report. Europe held on to its players best, with users down 5%.
What our chart data shows
Roblox doesn't publish how many people play each game, but its charts show how many are in each one right now. We read the "Top Playing Now" chart and the details of every game on Roblox's charts 10 times between 05:27 UTC on 27 October and 06:31 UTC on 31 October, and averaged the live player count for each of the 470 games that appeared. This is the same method behind our list of the most played Roblox games, now with more snapshots.
One game is a fifth of the chart
Steal An Egg averaged 979,842 players at once, 20.3% of everyone in the top 100. In no snapshot did it fall below 17.9%. Second place, Murder Mystery 2, averaged 292,051. The top 10 games together had 52.3% of players, and the bottom 50 had 16.4%.
Explore the snapshots
Pick one of the 200 most played games to see its players in each snapshot, and its share of everyone in the top 100 at that moment.
Players online at the moment of each snapshot, from Roblox's public chart data. Times are UTC. "n/a" means the game wasn't on any chart in that snapshot.
That concentration is a strength while it lasts and a risk when it fades. Roblox's own guidance for Q4 assumes a normal seasonal drop in users. The hits of 2025 are a big part of why this year looks weaker, so how long this year's hits hold up is one of the main things to watch.
New games keep breaking through
47 of the top 100 were created in 2026, and they held 44.7% of the players. 36 were created in the last 90 days, holding 20.5%. Roblox said that by the end of Q3, about 40% of the top 100 games in its home page recommendations were less than three months old. Our numbers fit that picture: new games get seen, and a lot of them stay in the chart.
AI-made games are already in the top 100
Roblox named two games it says were made almost entirely with AI tools and reached its top 20 by concurrent players during the quarter: Break and Steal an Egg and Huss Valley. In our snapshots Break and Steal an Egg was the 9th most played game, averaging 112,890 players, and Huss Valley was 39th. Roblox also says more than 80% of its top 100 games used AI tools in the past month. We can't check that from the outside, but the two named games are clearly not one-off curiosities.
The weekend, and Halloween
| Snapshot (UTC) | Top 100 players |
|---|---|
| Tue 27 Oct, 06:02 | 3,862,076 |
| Tue 27 Oct, 11:36 | 5,646,562 |
| Wed 28 Oct, 06:23 | 4,065,650 |
| Wed 28 Oct, 11:03 | 5,514,666 |
| Sat 31 Oct, 06:31 | 6,033,414 |
At the same early-morning UTC time, the top 100 had 56% more players on Saturday 31 October than on Tuesday 27 October. That morning was both a weekend and Halloween, and 43 of the top 100 games had a Halloween tag in their title, together holding 30.6% of players. Seasonal events clearly move players around, which is one reason Roblox's quarters are so uneven.
What to watch in Q4
- Bookings guidance. Roblox expects $1.89 billion to $2.0 billion, down 10% to 15% on Q4 2025's $2.222 billion. It has widened the range because so much spending happens in the last week of December.
- Older players. Players aged 18 and over were 29% of age-checked daily users worldwide and 37% in the US, up from 27% and 33% in Q2. In the US they spend over 50% more than younger players, so this is Roblox's main bet for recovering bookings per user.
- Losses. Roblox forecasts a net loss of $363 million to $423 million and $380 million of capital spending, part of it moved from Q3 into Q4.
- Whether the hits last. Our next set of chart snapshots will show whether Steal An Egg's share holds or the chart spreads out again.
Sources and method
Official figures come from Roblox's Q3 2026 shareholder letter filed with the SEC, Regional figures are from Roblox's investor slides for the same quarter. Chart figures are our own, from Roblox's public explore and games data, and they measure players online at the moment of each snapshot, not daily users. A game's average is across the snapshots it appeared in. We're a gaming blog, not affiliated with Roblox, and nothing here is investment advice.
Frequently asked questions
How many daily users did Roblox have in Q3 2026?
138 million daily active users on average. That's 9% fewer than the 152 million in Q3 2025, the first year-on-year fall Roblox has reported, but 12% more than in Q2 2026.
Why did Roblox revenue grow while bookings fell?
Roblox counts revenue from a purchase gradually over the estimated lifetime of a paying user, which it puts at 27 months. Revenue of $1.572 billion, up 16%, partly reflects spending from earlier quarters. Bookings, the money spent in the quarter, fell 12% to $1.697 billion.
Where does Roblox make most of its money?
The US and Canada. They had 17% of Roblox's daily users in Q3 2026 but 53% of bookings, about $907 million. Asia-Pacific had the most users, 42 million, but 13% of bookings.
What is the most played Roblox game right now?
Steal An Egg. In our ten snapshots from 27 to 31 October 2026 it averaged about 980,000 players at once, around a fifth of everyone playing the top 100.
What does Roblox expect for Q4 2026?
Bookings of $1.89 billion to $2.0 billion, down 10% to 15% on a year earlier, and revenue of $1.47 billion to $1.58 billion, up 4% to 12%.
Facts in this article were checked against developer and store sources on 31 October 2026. Prices, versions and dates change, so confirm on the official page before you buy.



