Key Highlights

  • Revenue rose to $1,572 million from $1,360 million in the third quarter of 2025.
  • Bookings were $1,697 million, down from $1,922 million a year earlier.
  • Net loss attributable to common stockholders was $227 million, or $0.32 per share, versus $256 million, or $0.37.
  • Adjusted EBITDA was $138 million, compared with $46 million.
  • Nine-month free Cash Flow reached $1,254 million, up from $1,046 million.

Revenue grows while bookings step back

Roblox (NYSE:RBLX) runs a free to use gaming and creation platform where a global community of creators builds games and users play them, with income coming mainly from sales of the virtual currency Robux. The company filed its Quarterly Report for the period ended September 30, 2026, on October 29, 2026.

Third quarter Revenue was $1,572 million, up from $1,360 million, an increase of 15.6% on a calculated basis. Bookings, a non-GAAP measure of sales activity, fell to $1,697 million from $1,922 million, a decline of 11.7% on a calculated basis.

The gap reflects the change in deferred revenue, which added $136 million to the bridge between revenue and bookings this year, compared with $573 million a year earlier. Revenue is recognized over the estimated lifetime of paying users, so it can trail bookings trends.

Losses narrow as Adjusted EBITDA triples

The loss from operations was $283 million, against $296 million a year ago. Net loss attributable to common stockholders was $227 million, or $0.32 per share, compared with $256 million, or $0.37.

Adjusted EBITDA rose to $138 million from $46 million, after adding back items including $298 million of stock-based compensation and $49 million of legal settlement expenses tied to youth-related consumer protection matters with certain states and territories.

Where the extra spending went

Infrastructure and trust and safety expenses rose to $385 million from $321 million, as the company continues to invest in safety systems and data capacity.

General and administrative expenses were $203 million, up from $145 million, while sales and Marketing rose to $111 million from $67 million. Developer exchange fees, the cash payouts to qualified creators, eased to $403 million from $428 million.

Engagement mix and safety changes

In the quarter, the platform averaged 138 million daily active users, of whom roughly 1.8 million were average daily unique paying users. Average daily bookings per daily active user was $0.13, and per daily unique paying user it was $9.98.

The company said its safety changes, including age checks before chat access and the launch of Roblox Kids and Roblox Select account types in the first half of 2026, have affected and may continue to affect engagement, retention, revenue and bookings.

Nine-month view, cash and Capital returns

For the nine months, revenue was $4,483 million, up from $3,476 million, or 29.0% on a calculated basis, while bookings were $4,985 million versus $4,567 million.

Net cash provided by Operating Activities was $1,342 million for the nine months, against $1,189 million, and free cash flow was $1,254 million after capital spending. Cash, cash equivalents and investments totaled $6.2 billion at September 30, 2026, versus $5.5 billion at December 31, 2025.

Under a $3.0 billion repurchase program authorized in May 2026, the company bought back 4.4 million Class A shares for $200 million in the quarter and 12.6 million shares for $580 million over nine months, leaving $2.4 billion available.

What to watch next

The central question is whether bookings return to growth, since they lead recognized revenue. With $6.2 billion in Liquidity and positive free cash flow, the company can keep funding safety, infrastructure and creator payouts.