Everything you need to know about roblox daily users continue to drop.
[ad_1]Roblox’s daily active users continued to slip last quarter due in part to its rollout of age checks on its platform. According to its latest earnings report, Roblox currently has 132 million daily active users globally, down from 144 million at the end of last year, which was a drop from 152 million in Q3 2025. In the US and Canada, the number of active users dropped by one million from the previous quarter, while Roblox’s revenue still grew to $1.4 billion.
Roblox says Q1 growth was “tempered by greater-than-expected headwinds” due to the rollout of its age-check features, which “slowed new user acquisition.” Russia’s December 2025 ban on Roblox also helped drive the number of daily active users down.
Earlier this month, Roblox expanded its age restrictions to include the types of games users in different age brackets can access, and the company will “implement additional improvements designed to facilitate age-appropriate access to content and product features” over the next few quarters. The company says its safety push will lower Roblox’s “expectations for topline growth in 2026.”
Thursday’s earnings report says 51 percent of global daily active users have gotten their age checked through the end of the first quarter. In the US specifically, 65 percent of active users have age-checked.
Roblox has also recently pushed to increase the number of games on its platform targeted at users who are older than 18. On Thursday, the company announced that it’s increasing its Developer Exchange rate by 42 percent for in-game spending from age-checked users over 18.
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Stay tuned for updates on roblox daily users continue to drop as the story develops. Related: Roblox exec says ticking a box for age verification is ‘not enough anymore’.
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Frequently Asked Questions
132 million daily active users globally, down from 144 million at the end of last year.
The rollout of age checks slowed new user acquisition, and Russia's December 2025 ban on Roblox also drove numbers down.
Yes, revenue still grew to $1.4 billion despite the user decline.
It expanded age restrictions to include the types of games users in different age brackets can access.



