This report covers our Roblox games from 1 April to 23 June 2026. Q2 is not fully finished yet, but the growth so far has already been much larger than what we reported in Q1.
Most of the activity came from Ronald's, which remains our biggest and most active Roblox experience. The numbers below combine our games, unless stated otherwise.
Player Growth
In our Q1 report, we said our games had been played by over 115,000 unique Roblox players between January and March. During Q2, our games reached a peak of 2.1 million monthly active players across all games combined.
Our games have also now passed 12 million total visits. In Q1, we reported over 1.5 million visits for the quarter. That means our total visit count grew by many millions in only a few months.
Our Roblox group growth was also much faster this quarter, with around 1.2 million additional group members.
Playtime
From 1 April to 21 June, players spent 517,699 hours in our games.
For comparison, Q1 had 264,084 hours of playtime. Q2 is already almost double Q1, even before the quarter has fully ended.
Daily Activity
Daily activity also increased heavily. From 1 April to 21 June, our daily active user totals added up to 3,382,135.
The average daily active users figure for the period is around 41,246. The biggest day in the exported data was 20 June, with 280,449 daily active users.
Who Plays Our Games
Around 60% of our player base is under 13. That matters to how we design our games, write our rules and think about safety. Our games need to be understandable for younger players, not just older Roblox users.
Language is also a major part of this. Around 55.2% of our players do not speak English as their primary language. Roblox's automatic translation tools have become much better, and that helps players follow instructions, talk to staff and take part in shifts even when they do not share the same first language.
Top Countries
Our player base is very international. The United States remains the largest country by share, but no single country makes up most of the audience.
- United States: 17.7%
- Russia: 7.8%
- Brazil: 6.5%
- United Kingdom: 5.1%
- Indonesia: 5.0%
- Philippines: 4.1%
- Germany: 4.1%
- France: 3.4%
- Mexico: 3.4%
- Saudi Arabia: 2.4%
What Changed Since Q1
The biggest change is scale. Q1 was already a strong quarter for us, but Q2 brought much larger activity, especially around Ronald's and our community events.
That growth is exciting, but it also means we have to keep improving moderation, support and player safety. Larger communities need clearer systems, not just more players.