[RBLX] Roblox: Q3 2026 Earnings Test Bookings as Spend per Hour Falls
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Summary
Roblox Q2 2026 bookings rose just 8% to $1.557B as spend per hour fell; Q3 earnings test whether bookings hold the guided 14%-18% decline as users return.
Roblox runs an online gaming and social platform: creators build games, which the company calls experiences, with its tools, users enter for free and buy in-game items with the virtual currency Robux, and Roblox keeps a portion of every Robux transaction while distributing the rest to creators[1]. According to the Drillr earnings calendar, Roblox will report results on 2026-10-29. Third quarter 2026 (three months ended September 30, 2026) is the period under review[2]. In the latest reported quarter, the second quarter of 2026, revenue rose 36% year over year to $1.469 billion, but bookings grew only 8% to $1.557 billion, at the low end of company guidance; daily active users (DAUs) rose 10% to 123 million, hours engaged rose 5% to 29 billion, the consolidated net loss was $185 million and operating cash flow was $318 million[3]. On July 30, the company guided third-quarter bookings to $1.576 billion to $1.653 billion, down 14% to 18% year over year, revenue to $1.413 billion to $1.490 billion, up 4% to 10%, adjusted EBITDA to $0 to $41 million, operating cash flow to $110 million to $175 million and free cash flow to $(60) million to $5 million, and it stopped giving full-year guidance[3]. A Drillr compilation dated October 23 puts the 14-analyst consensus for third-quarter bookings at $1.6284 billion, in a range of $1.5785 billion to $1.7183 billion, and the 12-analyst consensus net loss per share at $0.43; the data field is labeled revenue, but a comparison with the second-quarter actual shows that it tracks bookings[4].
Three things matter most in these Roblox Q3 2026 earnings. The first is whether bookings hold within guidance: users and hours in the second quarter were broadly in line with the company's expectations, but monetization per hour fell to roughly $0.054 of bookings per hour, calculated as bookings divided by hours, so whether third-quarter bookings land above or below the $1.576 billion floor will test the claim that engagement is healthy and only monetization is weak[3][5]. The second is how long reported revenue can keep diverging from bookings: deferred revenue rose only $99 million in the second quarter versus $365 million a year earlier, and whether it rises by about $173 million in the third quarter, as guided, determines how much revenue growth still comes from amortizing past sales[3]. The third is how low cash flow will go: creator payouts under the Developer Exchange program (DevEx) took 23% of bookings in the second quarter, infrastructure and trust and safety expense rose 54%, and the company has already flagged fixed-cost deleverage in the third quarter, so whether operating cash flow holds $110 million and adjusted EBITDA stays positive will show the real pressure when rising costs meet falling bookings[3].
Company Background and Business Structure
Almost all of Roblox's revenue comes from users buying virtual currency, and the core of the model is free entry, paid items and revenue sharing with creators. Users can play the vast majority of experiences for free after signing up, then use Robux to buy experience-specific enhancements or clothing, accessories and emotes from the Marketplace; Robux can be bought only from Roblox at prices it sets and used only on the platform, and creators in the Developer Exchange program can convert earned Robux into fiat currency[1]. Substantially all bookings come from virtual currency sales, and the company's largest source of operating cash is upfront collection from Robux sales and monthly subscriptions[1]. In 2025 the platform averaged 127 million DAUs, of whom only about 1.8 million were daily unique paying users, and users spent 123.9 billion hours on the platform, an average of 2.7 hours per DAU per day[1].
Roblox reports a single segment and splits revenue by the user's billing region, and the U.S. and Canada are its largest market but a shrinking share. Of 2025 revenue of $4.891 billion, the U.S. and Canada contributed $2.969 billion (61%), Europe $944 million (19%), Asia-Pacific $542 million (11%) and the rest of the world $436 million (9%)[1]. By the second quarter of 2026, U.S. and Canada revenue was $846 million and its share had fallen to 57% from 62% a year earlier, while Europe, Asia-Pacific and the rest of the world took 21%, 12% and 10%[6]. Russia banned the platform in December 2025 and reinstated it in June 2026, and in the second quarter the ban still weighed about three percentage points on year-over-year growth in DAUs and hours[7][3].
The most important costs are creator payouts, payment processing fees and infrastructure spending, which together decide how much of each bookings dollar turns into cash. In 2025 DevEx creator payouts were $1.503 billion, cost of revenue was $1.072 billion with the increase driven mainly by payment processing fees, infrastructure and trust and safety expense was $1.153 billion, research and development was $1.568 billion and stock-based compensation totaled $1.129 billion[1]. Roblox raised creator earnings once in September 2025, and from June 8, 2026 it lifted creators' effective earnings on in-game spend by age-checked U.S. users over 18 from 26.6% to 37.8%, provided the games use its R15 avatar framework[7].
Financial History and Current Position
On an annual basis, Roblox's bookings and revenue grew rapidly in 2025, but the company still posted GAAP losses and relied on user prepayments for cash. Revenue in 2025 rose 36% to $4.891 billion, and bookings reached $6.788 billion, up about 55% from $4.369 billion in 2024, driven mainly by an increase in daily unique paying users from about 1.0 million to about 1.8 million[1]. The same year, the loss from operations was $1.232 billion and the consolidated net loss was $1.072 billion, yet operating cash flow reached $1.796 billion, largely because deferred revenue rose by $1.935 billion; at the end of 2025, cash, cash equivalents and investments totaled $5.5 billion, and the company also had notes maturing on May 1, 2030[1].
In the 2026 quarters, bookings growth fell quickly from a high level while revenue growth stayed strong. First-quarter revenue rose 39% to about $1.4 billion, bookings rose 43% to about $1.7 billion, operating cash flow was $629 million, DAUs were 132 million and hours were 31 billion[7]. Second-quarter revenue was $1.469 billion (+36%) and bookings were $1.557 billion (+8%); first-half bookings totaled $3.288 billion, up about 24%, which implies first-quarter bookings of about $1.731 billion[3]. The second-quarter loss from operations was $229 million, the consolidated net loss was $185 million versus $280 million a year earlier, and adjusted EBITDA was $152 million versus $18 million[6][3].
The balance sheet remains ample, but cash generation will weaken clearly in the third quarter. Cash, cash equivalents and investments were $6.1 billion at June 30, 2026; second-quarter operating cash flow rose 60% to $318 million and free cash flow was $294 million[3]. On May 19 the board authorized repurchases of up to $3 billion, with the intent to buy back $1 billion over the following 12 months, and in the second quarter Roblox repurchased 8.2 million shares for about $380 million[3]. For the third quarter, the company guided operating cash flow to $110 million to $175 million and capital expenditures and intangible purchases to $170 million, leaving free cash flow of $(60) million to $5 million, with even the high end 99% below the prior-year quarter[3].
Operating Model
Roblox's bookings can be broken down as hours engaged multiplied by bookings per hour, and hours equal DAUs multiplied by time per user. In 2025 average daily bookings per DAU were $0.15, while average daily bookings per daily unique paying user were $10.36, which shows how heavily bookings depend on the spending intensity of a small group of payers[1]. On a quarterly calculation, bookings per hour fell from about $0.056 in the first quarter of 2026 (about $1.731 billion divided by 31 billion hours) to about $0.054 in the second quarter ($1.557 billion divided by 29 billion hours); the company attributes the decline to players shifting from high-monetizing 2025 viral games to new and evergreen games with lower hourly monetization, to its recommendation algorithm deliberately giving more impressions to highly retentive games, and to disabling sales of cross-experience game passes[7][3]. This transmission has almost no lag: when hours or monetization per hour move, bookings and operating cash flow move in the same quarter.
Deferred revenue sits between GAAP revenue and bookings, so revenue reacts to changes in demand with a long delay. Durable items are recognized over the estimated average lifetime of a paying user, which was 27 months in the second quarter, the same as a year earlier; consumable items are recognized when used, and their share of virtual-item revenue fell from 15% in 2025 to 9% in the second quarter of 2026[1][3][6]. The $1.934 billion gap between 2025 bookings of $6.788 billion and revenue of $4.891 billion went into deferred revenue, which is why the company still guides third-quarter revenue up 4% to 10% while bookings fall 14% to 18%[1][3].
Operating profit and cash flow depend on which costs move with bookings and which are fixed. DevEx creator payouts are recognized as spending occurs and took 23% of bookings in the second quarter, while payment processing fees sit in cost of revenue and are deferred with revenue; infrastructure and trust and safety and personnel costs are largely fixed and took 15% and 18% of bookings in the second quarter, versus 11% and 17% a year earlier[3]. On the second-quarter call, management said AI infrastructure spending is largely a fixed cost that will be absorbed as bookings grow and that long-term margin targets are unchanged[5]. The reverse also holds: when bookings fall, the fixed-cost share rises, and the company has explicitly guided to fixed-cost deleverage in the third quarter, with adjusted EBITDA falling from $152 million in the second quarter to a guided range of $0 to $41 million[3].
Industry and Competitive Position
Roblox competes for users' time, and its rivals span technology platforms, game publishers and content services. The annual report names Amazon, Apple, Meta Platforms, Google, Microsoft and Tencent; gaming companies such as Activision Blizzard (now owned by Microsoft), Electronic Arts, Take-Two, Epic Games, Krafton, NetEase and Valve; and content platforms such as Netflix, Spotify and YouTube[1]. A large share of users are under 13, and the annual report acknowledges that this group may be less brand loyal and more likely to follow trends, including viral trends, which lets the rise and fall of a single hit game sharply amplify swings in DAUs and bookings[1].
Content on the platform is becoming more fragmented, which reduces dependence on any single game but also weakens monetization per game. In the second quarter the top 10 games accounted for about 20% of hours, down from 30% in the same period three years earlier[3]. The rollout of age checks is the largest structural change: global age-check penetration reached 57% in the second quarter, 70% in the U.S. and UK and 75% among U.S. users under 18; on the first-quarter call, management attributed the cut to full-year guidance mainly to age checks and their knock-on effect on platform communication, and said discovery had been more monetization-biased than desired[5][8]. Roblox is encouraging new game genres by raising creator payouts tied to verified adult users, but revenue from adult users is not disclosed separately, so the effect of this push on its competitive position cannot yet be quantified[7].
Core Debates
Can the players returning over the summer make up for the shrinking spend per hour of play?
This debate matters because bookings are the Robux that Roblox actually sells and the direct source of its cash. In the second quarter, DAUs and hours were broadly in line with company expectations, but monetization per hour fell, bookings grew only 8% at the low end of guidance, and the company then guided third-quarter bookings down 14% to 18% year over year[3]. The third quarter is the first full summer quarter since the recommendation algorithm changed; the company anticipates a sequential rise in DAUs from seasonality and the algorithm changes, but says the monetization softness seen in the second quarter will persist into the third[3].
Current evidence shows the user base still growing, but spending in the U.S. and Canada and per unit of time weakening. Second-quarter bookings were $1.557 billion (+8%), DAUs 123 million (+10%), hours 29 billion (+5%) and average monthly unique payers 27 million (+15%), down from 31 million in the first quarter[3][7]. DAUs in the U.S. and Canada grew only 6% and hours only 1%; the company said the monetization decline was most pronounced among younger U.S. and Canadian users, and management noted on the call that bookings per hour for the under-13 cohort came in below expectations[3][5]. The company's explanation is game mix and the algorithm change; an alternative explanation is that willingness to pay among younger users and in the U.S. and Canada has itself declined after age checks, and the second-quarter data cannot yet separate the two.
The numeric baseline and financial transmission for this debate are direct. Bookings per hour were about $0.054 in the second quarter and about $0.056 in the first; at 29 billion quarterly hours, each $0.001 drop in bookings per hour removes about $29 million of quarterly bookings[3]. The chain runs as follows: age checks restricting chat, an algorithm favoring retention and the fading of high-monetizing viral games push users toward lower-monetizing games, bookings per hour fall, bookings growth swings from +8% in the second quarter to a guided -14% to -18% in the third, and the effect reaches future revenue on a 27-month schedule while depressing operating cash flow in the current quarter[3].
What remains unresolved is when retention gains will offset the monetization loss. Management said A/B tests of the new algorithm show near-term monetization declining first and retention gains eventually outweighing the loss, but it gave no timeline[5]. The next checks are whether third-quarter bookings come in at or above $1.576 billion and near the $1.653 billion top of guidance, whether DAUs exceed 123 million and hours hold at least 29 billion with U.S. and Canada hours returning to growth, and whether calculated bookings per hour hold around $0.054[3]. If bookings fall below the guidance floor while DAUs do not rise, the problem is more than game mix and the algorithm; if monetization per hour keeps falling and the company still gives no timeline for the retention payoff, the current explanation also weakens.
Bookings have started to fall, so why is reported revenue still growing, and how long can that last?
This debate shapes how readers should interpret Roblox's revenue figures. Roblox collects cash when it sells Robux, but the portion tied to durable items is recognized as revenue over about 27 months; bookings grew about 55% in 2025 and left a large deferred revenue balance, so even with third-quarter bookings down 14% to 18%, the company still guides revenue up 4% to 10%[1][3]. At this stage revenue growth mainly reflects the amortization of past sales, not an improvement in current demand.
Current evidence shows the revenue cushion thinning. Of 2025 bookings of $6.788 billion, $1.934 billion went into deferred revenue[1]. In the second quarter of 2026, revenue was $1.469 billion (+36%) and bookings $1.557 billion (+8%), while deferred revenue rose only $99 million versus $365 million a year earlier; the 10-Q attributes revenue growth mainly to higher amortization of prior-period deferred revenue[3][6]. Consumables fell from 15% of virtual-item revenue in 2025 to 9% in the second quarter, so this currently recognized revenue is shrinking as well[1][6].
The financial transmission points to revenue growth gradually converging toward bookings. Deferred revenue from the high 2025 bookings, amortized over 27 months, lifted revenue growth to 39% and 36% in the first and second quarters of 2026 while bookings growth fell from 43% to 8%; third-quarter bookings turn negative year over year, but amortization of older bookings still supports guided revenue growth of 4% to 10%[7][3]. Working back from the guided growth rates, third-quarter 2025 revenue was about $1.36 billion, so each percentage point of revenue growth equals about $14 million; if bookings keep falling, new deferred revenue shrinks and revenue growth will keep converging toward bookings from 2027[3].
What remains unresolved is the speed of convergence and whether the company will change its revenue recognition estimates. Its revenue guidance assumes no material change in estimates such as the paying-user lifetime and the durable/consumable split of virtual goods, and any change would decouple the revenue rhythm from the bookings trend[3]. The next checks are whether third-quarter revenue lands within $1.413 billion to $1.490 billion, whether deferred revenue rises by about $173 million, whether the paying-user lifetime stays at 27 months and whether the company gives fourth-quarter revenue guidance showing year-over-year growth. If deferred revenue turns to a decline, the revenue cushion has started to run down; if revenue recognition estimates change, revenue can no longer be read directly as a demand signal.
With bookings falling while creator payouts and AI spending rise, how far will cash flow drop?
This debate determines how much cash Roblox can generate while bookings decline. Its cash comes mainly from Robux that users prepay; creator payouts move with spending, while infrastructure, safety and AI spending are largely fixed, and third-quarter operating cash flow guidance is only $110 million to $175 million, with free cash flow near zero and even the high end 99% below the prior-year quarter[3].
Current evidence shows second-quarter cash flow still strong, but cost ratios already rising. Second-quarter operating cash flow was $318 million (+60%), free cash flow $294 million and adjusted EBITDA $152 million; DevEx was $363 million, or 23% of bookings, and certain infrastructure and trust and safety expenses were $236 million, up 54% and equal to 15% of bookings versus 11% a year earlier, with the increase driven by AI-related investment and trust and safety costs including safety-related marketing[3]. Based on first-quarter DevEx of $423 million and bookings of about $1.731 billion, DevEx was then about 24% of bookings[7][3]. Management says AI infrastructure is largely a fixed cost and long-term margin targets are unchanged; an alternative explanation is that higher creator payouts and AI spending are a lasting cost step-up, so margins may struggle to return to 2025 levels even if bookings recover[5].
The financial transmission is the sum of several forces. Bookings turning negative year over year, combined with the June increase in creator payouts for verified U.S. adult users from 26.6% to 37.8% and rapid growth in AI infrastructure and safety expense, produces fixed-cost deleverage: adjusted EBITDA falls from $152 million in the second quarter to a guided $0 to $41 million in the third, operating cash flow falls to $110 million to $175 million, and after $170 million of capital expenditures free cash flow is roughly zero[7][3]. On quarterly bookings of about $1.6 billion, each percentage-point rise in DevEx as a share of bookings removes about $16 million of quarterly cash.
What remains unresolved is how much of this cost increase is temporary. The next checks are whether third-quarter operating cash flow is at least $110 million and adjusted EBITDA positive, whether DevEx rises above 25% of bookings, how fast certain infrastructure and trust and safety expenses grow and what share of bookings they take, and whether capital expenditures stay within $170 million[3]. If operating cash flow falls below the guidance floor or EBITDA turns negative, or if AI and safety spending keeps growing rapidly without a recovery in bookings, the claim that these costs are mainly fixed investments that growth will absorb weakens.
Risks and Falsifiers
Investigations and settlements with state attorneys general are a legal risk that is not fully accrued, and they affect both expenses and platform features. As of July 30, 2026, Roblox had reached settlements with states including Alabama, Mississippi, Nevada, South Dakota and West Virginia on youth consumer protection and digital safety matters and was negotiating with other states; it accrued $34 million and $91 million in general and administrative expense for the second quarter and first half of 2026, some elements of the settlements have not been accrued, and the company cannot estimate possible losses in other jurisdictions[6]. Third-quarter net loss guidance excludes loss contingency accruals[3]. If the third quarter brings no large new settlement accrual and the company does not lower its bookings or hours outlook because of settlement terms, this risk has limited effect on the current understanding.
The hit-driven cycle that comes with a largely young user base is now weighing on the second half of 2026 as a tough comparison. The annual report notes that users under 13 may be less brand loyal and more likely to follow viral trends[1]. Bookings of $6.788 billion in 2025, up about 55%, created a high base for the second half of 2026, and third-quarter bookings guidance already implies a 14% to 18% year-over-year decline[1][3]. If a new top game drives sequential growth in DAUs and bookings in the third or fourth quarter and fourth-quarter guidance shows a narrower year-over-year decline, this risk is falsified.
The risk that hourly monetization among younger users stays low acts directly on bookings. With the recommendation algorithm favoring retention and age checks restricting chat, hourly monetization among younger U.S. and Canadian users could stay below 2025 levels for a long time, and the company has given no time frame for retention gains to offset the monetization loss[3][5]. Working back from guidance, third-quarter 2025 bookings were about $1.922 billion, so third-quarter guidance implies $270 million to $350 million less year over year; each $0.001 drop in bookings per hour removes about $29 million of quarterly bookings at 29 billion hours[3]. If third-quarter bookings are at least $1.653 billion and fourth-quarter guidance shows a narrower year-over-year decline than the third quarter, this risk is falsified.
The risk that the deferred revenue cushion runs out acts on revenue from 2027 onward. If bookings keep falling year over year, new deferred revenue shrinks and amortized revenue slows with it; changes in revenue recognition estimates, such as the paying-user lifetime or the item split, would also change the revenue rhythm[3]. Second-quarter deferred revenue rose $99 million, $266 million less than a year earlier; on a third-quarter 2025 revenue base of about $1.36 billion, each percentage point of revenue growth equals about $14 million[3]. If third-quarter deferred revenue rises by at least $173 million and fourth-quarter revenue guidance shows year-over-year growth, this risk has not yet materialized.
The risk that costs rise faster than bookings recover acts on margins and cash flow. Higher creator payouts, data center and server expansion and more safety moderation and marketing keep costs rising while bookings fall[7][3]. The high end of third-quarter free cash flow guidance is 99% below the prior-year quarter, and on quarterly bookings of about $1.6 billion, each percentage-point rise in DevEx as a share of bookings removes about $16 million of quarterly cash[3]. If third-quarter operating cash flow is at least $175 million and DevEx is no more than 23% of bookings, this risk is falsified.
What to Watch Next
- Bookings: from $1.557 billion (+8%) in the second quarter of 2026, watch whether the third quarter lands within the $1.576 billion to $1.653 billion guidance; a miss below the floor with flat DAUs would undercut the view that only monetization is weak.
- DAUs and hours: from 123 million DAUs (+10%) and 29 billion hours (+5%), confirmation means DAUs above 123 million, hours of at least 29 billion and a return to growth in U.S. and Canada hours.
- Bookings per hour: from about $0.054 (about $0.056 in the first quarter), watch for stabilization and whether Roblox issues fourth-quarter guidance; a further decline with no timeline for the retention payoff would falsify the current explanation.
- Revenue and deferred revenue: from $1.469 billion of revenue (+36%) and a $99 million deferred revenue increase, watch for revenue of $1.413 billion to $1.490 billion and a deferred revenue increase of about $173 million; a decline in deferred revenue or a change in recognition estimates would falsify the cushion view.
- Cash flow and adjusted EBITDA: from $318 million of operating cash flow and $152 million of adjusted EBITDA, watch whether operating cash flow holds $110 million and EBITDA stays positive; falling below the floor or negative EBITDA would falsify the current reading.
- Cost ratios: from DevEx at 23% and infrastructure and trust and safety at 15% of bookings, watch whether DevEx rises above 25% and whether capital expenditures stay within $170 million; rapid AI and safety cost growth without a bookings recovery would falsify the fixed-cost argument.
Conclusion
Roblox's business is driven by both hours played and spending per hour, and the two are now diverging. In the second quarter DAUs grew 10% and hours 5%, but bookings grew only 8%, and third-quarter guidance turns to a 14% to 18% year-over-year decline; meanwhile, deferred revenue left by strong 2025 bookings still lets revenue grow 4% to 10%, while higher creator payouts and AI spending push third-quarter operating cash flow down to $110 million to $175 million[3]. With $6.1 billion of cash and investments and a $1 billion annual buyback plan in progress, Roblox is not short of funds; the open question is whether the decline in hourly monetization is a temporary cost of the recommendation algorithm and game mix changes or a lasting drop in younger users' willingness to pay[3].
The independent outside view available since the second-quarter results comes from Jefferies. As relayed by Trader Edge on parameter.io, Jefferies analyst James Heaney argued in a September 28 report that "improvements in user metrics and bookings within the U.S. and Canadian markets will require more time" than the market expects, that the scale of current investment against soft bookings will pressure margins, and that many users drawn by 2025 hits such as Grow a Garden and Steal a Brainrot have already left[9]. That reading contrasts with management's account that engagement is healthy, weakness is limited to monetization and retention gains will eventually outweigh the monetization loss: it maps directly onto the monetization-per-hour and cash flow debates and argues that the U.S. and Canada recovery will be slower and investment pressure more lasting[9][5]. This is one institution's outside interpretation, and the relaying article itself misstated the year-over-year decline as sequential and put second-quarter bookings at $1.57 billion versus the $1.557 billion the company reported, so only its viewpoint is used here; no independent assessment with a clearly different view was identified.
The combination that would materially strengthen the current understanding is third-quarter bookings of at least the $1.653 billion top of guidance, DAUs above 123 million with U.S. and Canada hours returning to growth, a deferred revenue increase of at least $173 million, operating cash flow of at least $175 million with DevEx no more than 23% of bookings, and fourth-quarter guidance with a narrower year-over-year decline. Conversely, bookings below $1.576 billion without DAU growth, a decline in deferred revenue, and operating cash flow below $110 million or negative adjusted EBITDA would show that both the monetization problem and the cost pressure are more persistent than the company's explanation suggests.
Sources
[1] RBLX FY2025 10-K filed 2026-02-11 · 2026-02-11 · 10-K · https://www.sec.gov/cgi-bin/browse-edgar?action=getcompany&CIK=0001315098&type=10-K&dateb=&owner=include&count=40
[2] RBLX earnings calendar updated 2026-10-25 · 2026-10-25 · Drillr earnings calendar
[3] RBLX Q2 2026 8-K filed 2026-07-30 · 2026-07-30 · 8-K · https://www.sec.gov/cgi-bin/browse-edgar?action=getcompany&CIK=0001315098&type=8-K&dateb=&owner=include&count=40
[4] Drillr analyst_financial_estimates RBLX Q3 2026 retrieved 2026-10-23 · 2026-10-23 · Drillr analyst estimates · https://gateway.drillr.ai/mcp/private
[5] RBLX Q2 2026 earnings call 2026-07-30 · 2026-07-30 · earnings-call · https://gateway.drillr.ai/mcp/private
[6] RBLX Q2 2026 10-Q filed 2026-07-30 · 2026-07-30 · 10-Q · https://www.sec.gov/cgi-bin/browse-edgar?action=getcompany&CIK=0001315098&type=10-Q&dateb=&owner=include&count=40
[7] RBLX Q1 2026 8-K filed 2026-04-30 · 2026-04-30 · 8-K · https://www.sec.gov/cgi-bin/browse-edgar?action=getcompany&CIK=0001315098&type=8-K&dateb=&owner=include&count=40
[8] RBLX Q1 2026 earnings call 2026-04-30 · 2026-04-30 · earnings-call · https://gateway.drillr.ai/mcp/private
[9] Jefferies view on Roblox via parameter.io 2026-09-28 · 2026-09-28 · Jefferies · https://parameter.io/roblox-rblx-stock-plunges-following-major-analyst-downgrade-to-sell/