Roblox Grows, Reaches 3.4% Share of Global Gaming Market But No Profit
Roblox has achieved impressive growth in 2025, as shown in its latest financial statements. User numbers, bookings and revenues are all on the rise. However, this is still not enough to turn a profit, and this is not expected to change in 2026.
However, despite losses of $318.1 million in Q4 2025 and $1.065 billion for the full year 2025, Roblox believes it considers itself on track. “Roblox’s success is rooted in the boundless creativity of our creator community. In 2025, their dedication resulted in massive growth in our platform and enabled out top 1000 creators to earn an average of $1.3 million”, said David Baszucki, founder and CEO of Roblox in a shareholder letter published with a 8-K SEC filing.
The massive growth that Baszucki refers to is indeed clearly reflected in the other KPIs, for example when comparing Q4 2025 with Q4 2024. The number of DAUs (daily active users) rose by 69% to 144 million. Bookings rose by 63% to 2.22 billion US dollars. Quarterly revenue rose by 43% to 1.42 billion US dollars.
According to Roblox, the company had a 3.4% share of the global gaming market at the end of the fourth quarter of 2025. According to the company, its share of the US market was higher, but this was not specified. This is a very relevant figure for Roblox. Roblox has been communicating its targets to shareholders for some time now, aiming to achieve a ten per cent share of the global gaming content market, with an even higher share in its home market, the US. Roblox also wants to connect one billion users.
Some pages from the supplementary material published by Roblox with its quarterly figures | Source: Roblox
According to the shareholder letter, Roblox intends to achieve these goals by focusing on four areas:
Novel Game Expansion to Serve All Audiences
Harnessing the Power of AI
Safety & Civility as a Strategic Advantage
Accelerating our Flywheel
Developments in the area of safety are likely to be particularly interesting. Roblox is constantly undertaking new initiatives to increase the safety of children and young people on the platform, but is nevertheless repeatedly criticised by youth protection groups for taking measures too late or for measures that can be bypassed. From the perspective of European youth protection groups in particular, Roblox also relies too heavily on its own systems, which are strongly oriented towards the US market and the requirements there, rather than local European standards.
The reason for this is simple and understandable: Roblox still generates over 50% of its bookings and revenue in the US/Canada region. But the situation is different when it comes to user numbers, which are on an upward trend. In Q4 2025, 6.3 million DAUs came from the US and Canada. This figure rose by 41% compared to the previous year. The number of DAUs in Europe was 8.1 million (+76%), in the APAC region 11.2 million (+128%) and in the rest of the world, mainly Central and South America and Africa, 9.5 million (+100%). Revenue growth in these regions is also 1.5 to 2 times higher than in the USA/Canada. If the trend continues, which is exactly what Roblox wants, then the influence of European and Asian regulations will also grow. This is a challenge that every global platform must face.
GamesMarkt Daily Newsletter
Sign up to receive the free daily newsletter about the Games Industry in GSA, Europe and beyond.
Stephan Steininger is Director of Operations and Editor-in-Chief of GamesMarket. As part of the magazine since its inception in 2001, he knows the GSA games industry by heart.
Jasmin Kreft, Innovation & AI Strategist at SAE Institute | Picture: SAE Institute