Roblox remained a major destination for players worldwide in 2026 but showed signs of slowing growth, according to a report collated by GameDev Reports using data from Newzoo and GEEIQ. The figures give a detailed view of Roblox’s audience, monetization and playtime trends that matter to developers and publishers operating in the Philippines and Southeast Asia.
What the numbers say
The report lists several headline figures for Roblox in the first half of 2026. Key published metrics include:
- 123 million daily active users (DAU) in Q2 2026, a 10% year‑on‑year increase.
- $1.6 billion in bookings for Q2 2026, up 8% year‑on‑year; full‑year 2025 bookings were $6.8 billion, a 55% increase over the prior year.
- Roblox accounted for 4.05 billion hours of play on PC and console in H1 2026 (+15% YoY), making it the most‑played title on those platforms by hours.
However, the report also notes a marked slowdown in active users from earlier peaks. Roblox’s DAU fell from 152 million in Q3 2025 to 132 million in Q1 2026, and then to 123 million in Q2'26. The company attributes part of that decline to mandatory age verification: “more than half of DAU had completed it by the end of June,” the report says.
Engagement and concentration inside the platform
GEEIQ’s measurements of activity inside Roblox highlight how concentrated play is across experiences. According to the dataset cited by GameDev Reports, about 14 million people play Roblox concurrently on average across roughly 6.7 million games, but around 7 million of those concurrent players are in the platform’s top 50 games. That implies roughly 52% of players are concentrated in an extremely small fraction — about 0.0007% — of available experiences.
The platform still draws enormous engagement: examples listed in the report include two high‑traffic titles, Steal a Brainrot and Grow a Garden, which collectively recorded more than 105 billion visits in 2025. Peak concurrent users for Roblox reached 47.3 million in August 2025, a peak the report highlights when comparing platform scale to other services such as Steam.
Implications for Philippine and Southeast Asian developers and publishers
For studios and brands in the Philippines and the wider region, the report underscores several practical points without making policy claims:
- Roblox remains a major channel for long sessions and discovery on mobile, even as PC/console hours grow; the platform’s large but concentrated audience can reward hit experiences and brand activations.
- Monetization remained strong in 2025 and Q2 2026, but DAU volatility and the effects of age verification suggest discoverability and retention strategies may need adjustment.
- Working with or within Roblox requires awareness that a small number of games capture a large share of attention; collaboration with established creators or tight community support may be necessary for visibility.
GameDev Reports presented the summary and cited Newzoo for cross‑platform measurements (PC, PlayStation and Xbox across 37 markets, excluding China and India) and GEEIQ for internal platform and brand activation data. The report also referenced a Newzoo survey sample frame used in its wider analysis of time spent and market share.
The data do not provide a country‑level breakdown inside Southeast Asia or the Philippines in the excerpts cited, so regional totals and local bookings were not published in the summary issued via GameDev Reports.