On Thursday, Roblox Holdings Inc. raised its annual bookings guidance and announced it now exceeds 100 million average daily users, crediting viral hits like “Grow a Garden” for the boost. This announcement pushed its stock price about 19% higher in pre-market trades.
Roblox offers its library of games at no cost and is accessible on a wide range of devices, attracting a diverse audience across smartphones, tablets, and PCs.
During the three months ending June 30, daily active users averaged 111.8 million, representing a 41% year-over-year rise. Engagement surged 58%, with total playtime hitting 27.4 billion hours as reported by Reuters.
A significant portion of this boost traced back to “Grow a Garden,” a tycoon-style title where users expand their land by trading seeds and plants. That month, it hit a new benchmark for simultaneous players on a single online title.
According to statements from the newly appointed CFO, Naveen Chopra, the company has refined its discovery and search capabilities to amplify exposure for high-performing games.
Facing economic headwinds, Roblox is expanding into new monetization avenues outside gaming, introducing social gathering spaces, e-commerce options, and ad placements, a strategy that has won investor approval.
Year-to-date, the company’s share price has surged by more than 100%, significantly outstripping peers in the gaming sector.
For its fiscal year 2025, the firm anticipates total bookings in a range of $5.87 billion to $5.97 billion, marking an increase over the prior estimate of $5.29–$5.36 billion. Moreover, it foresees Q3 bookings hitting between $1.59 billion and $1.64 billion, surpassing the $1.35 billion consensus forecast.
During the June quarter, bookings came in at $1.44 billion, outpacing the $1.24 billion market expectation.
Earlier Cryptopolitan reported about a 19-year-old creator who offloaded a soccer-themed title on the Roblox marketplace in excess of $3 million just months after its debut.
He and his collaborators invested roughly three months in development, and after launching last year, the game attracted peaks of over one million concurrent users and delivered approximately $5 million in monthly in-game revenue. The acquisition was made by Do Big Studios, which holds multiple popular Roblox franchises.
Originally launched around two decades ago as a sandbox for straightforward, blocky creations, Roblox has since transformed into a commercial hub where designers can monetize their titles for mid-seven-figure to low-eight-figure sums, serving nearly 100 million daily users.
“We’ve seen a real shift in Roblox’s ecosystem,” said David Taylor of analytics firm Naavik, noting that seven of the 15 highest-earning games on the platform were bought from their original developers in June.
In June, Roblox began offering a new age-verification system for players who wish to chat more openly through its “trusted connections” feature.
Roblox’s chief safety officer, Matt Kaufman, said the company chose now to add age-checking tools because it plans to unlock certain chat functions only for users aged 13 and older. “We believe these features should be limited to an older audience, 13 and over,” Kaufman explained.
The age checks are powered by Persona, a firm that specializes in identity verification. Players who opt in will have their age estimated before gaining access to the expanded chat options.
Roblox’s move comes as several states, including Utah, have passed laws requiring app stores to confirm the ages of their customers. These rules affect major platforms like Apple’s App Store and Google Play.
Meanwhile, social media giants such as Meta, X and Snap argue that app-store operators should handle age checks. Apple and Google have publicly pushed back on that idea, saying it should be up to individual apps to handle user verification.
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