Roblox Q3 2026 users averaged 138 million per day, a 9% decline from a year earlier, according to the company’s October 29 shareholder letter, republished unaltered by MarketScreener. Roblox also reported nearly 34 billion engagement hours, down 15% year over year.
What the quarterly figures show
The company’s Form 10-Q filed with the SEC confirms the 138 million average daily active users figure. It reports third-quarter revenue of US$1.572 billion, compared with US$1.360 billion in the equivalent 2025 quarter. Bookings were US$1.697 billion, against US$1.922 billion a year earlier.
Those measures can move in different directions. Roblox recognizes much of its bookings as revenue over time, so rising reported revenue does not mean current-quarter bookings or audience activity also rose.
Daily users are different from concurrent players
Roblox defines a daily active user around a registered account logging in and visiting its website or application on a calendar day. The quarterly number averages daily activity across the period. It does not mean 138 million people were playing simultaneously, and it is not a count of unique people across the entire quarter.
Engagement hours also cover more than time inside games: the filing includes activity in Roblox Studio, communication and platform features, alongside some estimated non-active time.
How Roblox describes the comparison
In its shareholder letter, Roblox points to difficult comparisons with the rapid growth recorded in 2025. That is management’s explanation of the year-over-year figures; it does not establish how an individual experience or creator will perform.
For ongoing platform activity, see our Roblox player statistics page. Its live estimates should be distinguished from the company’s reported quarterly DAU metric.








