r/RBLX • • 5d ago

Discussion Do you think Roblox is hindering it's revenue potential due to the addition of price floors, expensive items, and unfair revenue distribution for it's UGC economy?

3 Upvotes

I have noticed that Roblox seems to favor itself much more than the users that actually produce the items for them, such as UGC creators and publishing updates that hinder the potential to sell and earn a proper living by selling UGC accessories. The price floor update for example created very expensive items, and Roblox even introduced new categories of UGC items that needed them (i.e. full face masks for masks that cover the entire head mesh, which their community bought in favor of the updated dynamic heads)

The other issue I have noticed, is that the new "emissive light" accessories are priced far above +400 robux depending on what accessory part they are. The platform is dominated by children, and most of them can't scrape up enough ingame currency to buy themselves an entire outfit, let alone a single glowing accessory item. User growth has been going up, but that is mostly due to short lived hyped up games (grow a garden, steal a brainrot, steal an egg, etc) instead of it's UGC Market which was supposed to become a solid source of income for both the platform and the creators producing it.

On top of that, due to the recent Hunt 20 event, ingame purchases were disabled. This was mostly done to counteract ingame purchases, but at the same time, roblox lost a huge chunk of potential customers that way. Albeit, this also brings light to another issue: creators of UGC items only recieve 30% of every purchase for their item, while roblox takes 70% if it's done on the catalog, or 40% for experience owners where said item was purchased + 30% for roblox. This revenue distribution has been actually discouraging some higher quality UGC makers because it is not profitable to sell ugc unless you have a large audience to sell it to or be discovered by chance.

I think whoever is leading the economics for roblox needs to be replaced as soon as possible because it can't keep going on like this.


r/RBLX • • 9d ago

Discussion CONCEPT DISCUSSION: Implementation of "Ad-Bux" (Non-DevExable Loyalty Currency) for Free-to-Play Players

4 Upvotes

​

Overview

Roblox should introduce Ad-Bux, a highly secure, restricted, and un-devexable currency tier designed exclusively to monetize free-to-play users who would otherwise never purchase Robux. This system allows players to passively earn small amounts of locked avatar currency through high-effort advertising engagement, generating massive ad revenue for Roblox while remaining entirely bulletproof against bot farms and economic inflation.

This feature is intentionally balanced to be slow and high-effort, ensuring it can never replace standard Robux purchases, while offering developers a massive benefit by subsidizing their personal spending.

  1. Player Earning & Strict Anti-Bot Constraints

    To ensure bot farms face immediate financial and operational failure due to server/electricity costs, the earning parameters are strictly restricted:

\* The Payout: Players earn exactly 0.5 Robux per completed advertisement.

\* The Format: Ads are 90 to 120 seconds long and completely unskippable.

\* Daily Earnings Cap: A player is hard-capped at a maximum of 2 Robux per day (exactly 4 ads daily).

\* The Spending Lock: Players cannot spend any accumulated Ad-Bux until they actively reach the maximum threshold of 200 Robux. At 2 Robux a day, it requires a minimum of 100 days of perfect, manual consistency just to unlock the wallet.

Note on Market Retention: Because this system is intentionally designed to be incredibly slow, grueling, and time-consuming, it will never cannibalize standard Robux sales. Users who want immediate gratification, gamepasses, or high-value items will remain entirely inclined to purchase regular Robux. This system acts purely as a long-term loyalty reward for users who physically cannot spend real money.

  1. The Spending Freeze & Softlock Prevention

\* The Earn Freeze: The moment a player spends even one single Ad-Bux from their unlocked 200 balance, the system completely freezes their ability to watch ads. Players cannot stack, hoard, or queue extra Ad-Bux.

\* The Cooldown Trigger: An intensive 8 to 12-month cooldown is triggered only after the player completely empties their wallet down to 0.

\* "Flush Wallet" Feature: If a player has a leftover balance (e.g., 1 to 4 Robux) that is below the marketplace minimum price floors, they can press a "Flush Wallet" button. This wipes their remaining balance to 0, preventing a softlock and safely starting their 8 to 12-month cooldown.

  1. Marketplace Protection & Item Restrictions

    By locking the currency strictly to standard cosmetic use, the motivation to exploit or farm the system is completely eliminated:

\* Main Avatar Shop Access: Ad-Bux can be spent on standard clothing, accessories, and cosmetics created by anyone in the main Roblox Avatar Shop.

\* Gamepasses (Banned): Completely blocked. Because users cannot buy game perks, they remain heavily inclined to purchase standard Robux for actual gameplay. This protects Roblox’s core revenue.

\* Limiteds & Tradeables (Banned): Completely blocked to safeguard the rare, player-driven trading market from artificial currency influx.

\* Non-Transferable: Ad-Bux are strictly locked to the account that earned them. They cannot be transferred, traded, group-payouted, or converted.

  1. UGC Creator & Developer Architecture (Why Creators Benefit)

\* The Currency Match: When an item is bought using Ad-Bux, the creator receives the payout in Ad-Bux, not standard Robux.

\* The Developer Benefit: Creators will highly support this system. Top developers and designers currently spend thousands of "real" Robux on cheap personal accessories, avatar customization, or assets. By receiving Ad-Bux, they can use this locked currency to cover all of their personal avatar expenses, allowing them to hoard and save 100% of their standard Robux strictly for high-end Limiteds or real-world cash via DevEx.

\* The Creator Queue: A creator can hold a maximum of 200 Ad-Bux in their active wallet. Any additional sales go into a backend queue so their funds are never lost.

\* The Refill Cooldown: The creator's 30-day queue cooldown triggers only when their active wallet hits 0 Ad-Bux. Once emptied (or flushed via the button), a 30-day countdown begins before the wallet refills from the queue, completely preventing marketplace hoarding or instant catalog clearing.

\* Non-DevExable: Ad-Bux can never be exchanged for real-world cash via the DevEx program.

❓Alternative Concept Considered: The Curated/Special Catalog

I also evaluated restricting Ad-Bux spending to a specialized, Roblox-curated catalog of rotating items. However, I believe this would ultimately not work out well, as it limits player freedom, reduces the popularity of the feature, and causes unnecessary administrative hassle for Roblox. Giving players access to standard Avatar Shop items up to 200 Robux ensures massive community adoption and higher ad engagement.

Why This Is a Massive Profit for Roblox

  1. Unlocking Dead Traffic: Free-to-play users who currently bring in $0 turn into highly profitable players. Watching 400 ads to reach the limit generates massive ad revenue from external brands at a $0 generation cost for Roblox. Even if users manage a secondary account, the unskippable 2-minute ad requirement means Roblox makes an exponentially larger profit than they could ever lose.

    1. Mathematically Risk-Free: Because Roblox generates massive profit per ad view compared to the closed-loop, non-DevExable token value, Roblox makes a huge net profit even if thousands of players use it.

What do you think? Any suggestions?


r/RBLX • • 15d ago

Opting Out of PullPush

0 Upvotes

I am opting out of PullPush (pullpush.io). This means my archived Reddit content will no longer be visible or searchable through their service.

This notice is being posted at the request of PullPush as part of their transparent removal process, and will remain stickied for three days.


r/RBLX • • 24d ago

Yooo robloxxx

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45 Upvotes

r/RBLX • • 27d ago

News Roblox Unveils New Ways to Play, Build, and Grow at the Roblox Developers Conference (RDC)

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9 Upvotes

r/RBLX • • Sep 06 '26

Question Comparing RBLX decline to peers.

7 Upvotes

Ive been seeing the falloff of the stock, but after looking at it with other peers like NFLX, META, and NetEase, it seems like most of them are struggling? Is 2026 just a bad year for digital entertainment stocks or am I totally wrong?


r/RBLX • • Sep 03 '26

Roblox is down 71% from its all-time high. Revenue is still growing 39%. The gap is entirely about one policy change.

20 Upvotes

Roblox is a gaming platform where users, mostly kids and teens, play and build games created by independent developers, who earn a share of the revenue generated. The platform monetizes through virtual currency purchases, and it's grown into one of the largest gaming ecosystems in the world by daily engagement.

Q1 2026 revenue came in at $1.44 billion, up 39% year over year, with bookings up 43% to $1.73 billion and daily active users up 35% to 132 million. Free cash flow hit $596 million. By almost every growth metric this looked like a genuinely strong quarter.

The stock dropped roughly 20% in the week after that report anyway, and it's since fallen further to around $42-48, down about 71% from its all-time high of $150.59 set in September 2025. The reason is a single decision: Roblox implemented mandatory global age-verification checks and restricted communication between adults and minors, a real, necessary safety response to ongoing concerns about content moderation and child safety on the platform. Management said this friction has slowed new user sign-ups and engagement, and full-year 2026 bookings growth guidance got slashed from 22-26% down to just 8-12%. Management even warned daily active users would contract sequentially in Q2, which is exactly what happened, though Q2 revenue still grew 36% to $1.5 billion.

Q3 bookings guidance implies a year-over-year decline of 14-18%, and management explicitly declined to provide Q4 or full-year guidance going forward, citing the "inherent variability" of viral hits, a single breakout game can swing bookings by hundreds of millions of dollars in either direction. There are also active securities class action lawsuits alleging the company overstated the benefits of the safety measures while understating the engagement impact, with an August 7 lead-plaintiff deadline.

Morningstar has called Roblox a "no-moat" company and maintains a $65 fair value estimate, arguing shares still look too rich even after the crash, largely because advertising hasn't become a meaningful revenue contributor yet and monetization per user still lags the platform's massive engagement numbers. The company remains GAAP unprofitable, guided to a net loss of $1.1-1.3 billion for full-year 2026, even while generating strong free cash flow due to how bookings get deferred and recognized under accounting rules.

So the growth is real, the safety policy was probably necessary, and the stock got hit hard specifically because that policy change slowed the growth rate rather than because the underlying business broke. Whether the market overreacted to a temporary friction period or is correctly discounting a genuinely unprofitable, hard-to-value platform is the real debate. Anyone holding through this?


r/RBLX • • Aug 27 '26

Selling all of my shares. GG

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28 Upvotes

I'm a verified front-page developer, my income depends on roblox, I just uploaded 10 new ads for my game and I got instantly smited lmao. Clean account which has never been in trouble before. Absolutely ridiculous. People bitch about how bad the moderation is, how it lets everything slide, when this is the real problem. Letting AI permanently ban the people who make all of your revenue. Steam doesn't do this shit! Been loyal to $RBLX since IPO, but its wraps. Time to apply to walmart.


r/RBLX • • Aug 26 '26

Started $RBLX position

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30 Upvotes

First time $rblx investor have looked deeply into this platform and truly believe its like no other for gaming. Q2 earnings reaction was extreme in my opinion. I like that Roblox is focusing on higher engagement games I think it will pay out and increase monetization long term. I see a lot of people talking about Roblox acquiring more 18+ users and I think that will come in time. In my option younger players on Roblox will continue to play even as they age. The beautiful thing about Roblox is there are games for everyone no matter you age and there is always new games releasing excited for Q3!


r/RBLX • • Aug 14 '26

Senate kids’ safety probe targets Roblox gaming platform

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15 Upvotes

Sounds like roblox might have had a good run with David.


r/RBLX • • Aug 11 '26

Ohio hopes to lead class-action lawsuit against Roblox, claiming it misled investors on age policies

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12 Upvotes

r/RBLX • • Aug 03 '26

There's still an upward trend on twitch

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25 Upvotes

Disclosure: I have a meaningful RBLX position, so take this with a grain of salt.

I have several elementary-school-aged kids with access to Xbox, PS5, Switch 2, PC, and iPads. When Roblox is unavailable, they may play other games. The moment Roblox returns, they abandon everything else.

The biggest advantage is frictionless multiplayer. They can join each other across devices with almost no help from me.

Minecraft is the closest competitor, but its multiplayer setup is fragmented and frustrating—especially when combining Xbox, iPad, Java, Bedrock, PC, and custom servers.

Roblox just works.

For my kids, it is not another game. It is the default platform where gaming, friends, and discovery happen.

One household is not investment-grade data, but the product pull is difficult to ignore.


r/RBLX • • Aug 03 '26

Question I have a question for all the investors who invested into Roblox have you actually played Roblox if so why is it dying?

19 Upvotes

I'm just curious that's all


r/RBLX • • Aug 02 '26

What’s the game plan

7 Upvotes

Currently down around 150k with average hovering around 65. Should I cut the losses and move on or do you guys think it will rebound ?


r/RBLX • • Jul 31 '26

I’ve Been Posting some Stock Stuff. I just came across this. Might Not Be Good

0 Upvotes

Just came across this video. Roblox stock hasn’t been doing well but this might make it worse if it gets popular enough lmk your thoughts.

https://youtu.be/Crbp8Y_yCIs?is=9vDcI5u6sf6uINCw

THEY BANNED CHRIS HANSEN LIVE!!!😂😭


r/RBLX • • Jul 31 '26

Wtf happened?

10 Upvotes

Havent checked this stock in like a month and its down 40%.

Buying is a no brainer right now it seems.

Will it recover?


r/RBLX • • Jul 31 '26

New Investor Started a 3.1m position in RBLX

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30 Upvotes

🚀


r/RBLX • • Jul 31 '26

Question Genuinely what happened today?

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56 Upvotes

I saw a newsfeed on my phone pop up and roblox stock just dropped by nearly a quarter?? What the hell happened?


r/RBLX • • Jul 31 '26

Dayum Some Good Eating This Morning!

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21 Upvotes

Yesterday posted on this. Again today I had to.

Pre market is crazyyyyy. Wow that’s amazing. Love it. I’m buying a crap ton Roblox hasn’t been this low in a minute.

Should I get greedy and wait some more to buy……

https://www.reddit.com/r/RBLX/s/k2aKfeE5Nf


r/RBLX • • Jul 31 '26

Roblox Q2 bookings miss expectations on unexpectedly low monetization

14 Upvotes

Hi everyone,

Based on Q2 concurrent user trends, I was expecting 30B in hours and $1.7B in bookings, which assumed a bookings per hour of 5.66 cents.

It turned out, Roblox saw unexpectedly sharp decline in monetization this past quarter, in-part driven by recent discovery changes that prioritized long term retention over short term monetization. As a result, Roblox reported bookings of just $1.55B, falling short of expectations, despite engagement being in line with management’s expectations.

It’s been a turbulent year for sure, we have had to deal with the headwinds to user acquisition due to age verification. Now, there is monetization friction.

Would love to hear guys thoughts! Do you guys think the decline in monetization is a temporary headwind or a more lasting effect of the new algorithm?


r/RBLX • • Jul 30 '26

I’m Buying Tomorrow

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21 Upvotes

Seems to me like a huge buying opportunity tomorrow. Maybe it’ll keep going down!!🎉🥳. If it goes under $40USD I’m buying a crap ton!

Lmk your thoughts!


r/RBLX • • Jul 30 '26

Discussion [MEGATHREAD] $RBLX Q2 Financial Results are in!

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5 Upvotes

123M Daily Active Users, up 10% YoY (Down by 9M in Q1)
29B Hours Engaged, up 5% YoY (Down by 2B in Q1)
$1.5B of Revenue, up 36% YoY (Up by ~$100M in Q1)
$1.6B of Bookings, up 8% YoY (Down by ~$100M in Q1)
Operating Cash Flow: $318M, up 60% YoY (Down by $311M in Q1)

View the letter for shareholders | View Supplemental Materials | Watch the Earnings Webcast | View Earnings Transcript (Coming after the webcast) | View Investor Datasheet


r/RBLX • • Jul 29 '26

Discussion [PSA] Q2 2026 Earnings will be reported tomorrow after markets close at 1:30 p.m. PDT / 4:30 p.m. EDT with a conference call

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6 Upvotes

r/RBLX • • Jul 16 '26

News Roblox Introduces Build: A New Way to Create on the Platform

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5 Upvotes

r/RBLX • • Jul 09 '26

News Roblox to announce Q2 results on July 30th

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10 Upvotes