Videogame platform Roblox reported a huge increase in fourth-quarter revenue. But the bigger news was its surge in bookings, daily average users, and hours engaged on its platform, all of which beat Wall Street estimates.
For the fourth quarter ended in December, Roblox reported bookings (the total value of Robux in-game currency sales in the quarter) of $2.2 billion, up 63% from a year ago, of which $1.2 billion came from the U.S. and Canada.
Daily active users increased 69% to 144 million, including 24 million from the U.S. and Canada. And the number of hours engaged jumped 88% to 35.2 billion, including 6.3 billion from the U.S. and Canada.
Analysts were looking for bookings of $2.09 billion, 138 million daily active users, and 32.4 billion hours engaged.
Roblox reported a quarterly net loss of $318 million on sales of $1.42 billion, up 43%. But sales are less useful as a measure of the company's revenue since it recognizes most revenue over two years, which is considered the average lifetime of a consumer.
Analysts were expecting a net loss of $323 million on revenue of $2.08 billion, according to FactSet.
Fourth-quarter free cash flow of $307 million was much higher than the $136 million expected.
Roblox is an immersive gaming and creation platform that provides the tools for making videogames and the platform for their distribution, like a YouTube for games. Its games are free to play.
For the full year 2025, Roblox reported a net loss of $1.07 billion on revenue of $4.9 billion, up 36%. Analysts expected a full-year loss of $1.07 billion on revenue of $6.55 billion.
But its full-year bookings of $6.8 billion rose 55% and surpassed the $6.6 billion expected.
Roblox founder and CEO David Baszucki called 2025 a banner year, with a fourth quarter that exceeded expectations. "Roblox's success is rooted in the boundless creativity of our creator community," whose dedication resulted in "massive growth in our platform and enabled our top 1,000 creators to earn an average of $1.3 million."
"Looking ahead, we are confident in our vision to connect one billion users and capture 10% of the global gaming market," he said.
For the current first quarter of 2026, Roblox is expecting bookings of $1.69 billion to $1.74 billion, or gains of 40% to 44% from last year's first quarter, respectively. It projects free cash flow of $560 million to $584 million, up 31% to 37%, respectively.
Analysts are forecasting first-quarter bookings of $1.71 billion, and free cash flow of $348 million.
Roblox's stock is down 25.3% so far this year, and down 9.8% over the past 12 months.
For full-year 2026, Roblox is guiding for bookings of $8.28 billion to $8.55 billion, and free cash flow of $1.6 billion to $1.8 billion. Analysts were projecting 2026 bookings of $8.03 billion and free cash flow of $1.5 billion.