Quarterly Report โ Q2 2025
Filed July 31, 2025
Revenue grew ~29% year-over-year in Q2 2025, with the platform continuing to expand internationally โ US/Canada still dominates but Asia-Pacific and Rest of World are gaining share. The company remains unprofitable on a GAAP basis, weighed down by heavy stock-based compensation across R&D and infrastructure, though its $1B+ cash and investment position provides a long runway. Notably, durable virtual items continue to drive the bulk of revenue recognition, signaling sticky user spending patterns even as the user base scales globally.
Filing details
Performance by segment
Single Operating Segment
Roblox operates as a single reportable segment. Revenue grew 21% YoY to $1,080.7 million in Q2 2025 (from $893.5 million in Q2 2024), and 25% YoY to $2,115.9 million for the first half. Bookings surged 50% YoY to $1,437.6 million in Q2 2025, driven by average daily unique paying users increasing from approximately 983,000 to approximately 1,480,000. DAUs reached 111.8 million in Q2 2025, with hours engaged at 24.4 billion. The company posted a consolidated net loss of $279.8 million in Q2 2025 vs. $207.2 million a year ago, as developer exchange fees jumped 52% YoY to $316.4 million and total costs and expenses rose to $1,403.1 million. Free cash flow for the first half was $603.2 million, nearly double the $302.6 million in the prior year period.
โWe believe there is a strong potential to capture a greater percentage of the global gaming market within the Roblox ecosystem. Our goal is to make it as easy as possible for creators and developers to build better experiences, including games, expand content into new genres, and ultimately reach more users.โ