Who actually plays Roblox in 2026? 132M daily users — and they're not all kids

The cliché that 'Roblox is for little kids' is now measurably out of date. In Q1 2026 Roblox averaged 132 million daily active users (up 35%) and 31 billion hours engaged. And for the first time it has published an age breakdown: among users who have completed an age check, 36% are under 13, 38% are 13–17, and 26% are 18 or older. Mallow and Marsh turn the real audience picture — including the fast-growing, higher-spending adult cohort — into a targeting decision for a company running a Roblox game.

Who actually plays Roblox in 2026? 132M daily users — and they're not all kids
Key takeaways
  • Q1 2026 scale: 132M average daily active users (+35% YoY, ~34M added), 31B hours engaged (+43%), bookings $1.7B (+43%), revenue $1.4B (+39%). Growth decelerated, largely from the age-check rollout.
  • Age composition among age-checked users (7 days ended Mar 31, 2026): 36% under 13, 38% ages 13–17, 26% over-18. Nearly two-thirds are 13+, and over a quarter are adults — the largest single slice is teens, not young children.
  • Caveat: that split describes age-checked users. By end of Q1, 51% of global DAUs had age-checked (65% in the U.S.), so the composition reflects the verified subset, not literally everyone.
  • The over-18 (O18) cohort is the growth and money engine: in the U.S., O18 DAU and hours both grew 40% YoY (18–34 up over 50%), and O18 users monetize 50%+ higher than under-18s — which is why Roblox raised the U.S. 18+ DevEx rate to 37.8% (R15 required).

Cast

Mallow
SENIOR CONSULTANT · 13Y

Senior consultant at ZehnStudio26. Around since the early Roblox days. Good at translating dense topics into plain language.

Marsh
ROBLOX GAME MARKETER · READER STAND-IN

A marketer responsible for a company's Roblox game. Strong on marketing, still learning Roblox's mechanics — asks "what does that mean?" so readers don't have to. The reader's voice.

Marsh
Mallow, we still hear 'Roblox is for little kids' in every planning meeting. For our targeting, who actually plays it now?
Mallow
Let's do scale first, then composition. Q1 2026: 132 million daily active users, up 35% year over year, and 31 billion hours engaged in the quarter, up 43%. That's the reach. Now the composition — and it's not what the cliché says.
Marsh
Okay, hit me with the age breakdown.
Mallow
Among users who have age-checked, as of late March: 36% are under 13, 38% are 13–17, and 26% are 18 or older. So nearly two-thirds are 13 or older, and more than a quarter are adults. The single biggest slice is teens — 13–17 — not young children.
Marsh
"Among users who have age-checked" — what's that qualifier doing? Is that everyone?
Mallow
Important nuance. By the end of Q1, 51% of global DAUs had completed an age check — and 65% in the U.S. So that 36/38/26 split describes the age-checked half, not literally every account. But it's the best age data Roblox has ever published, and the direction is unambiguous: this is not a toddler platform.
Marsh
You flagged the over-18 group as interesting. Why?
Mallow
Because it's the growth engine. Roblox calls over-18 users "the largest segment of the traditional gaming market" and is going after it aggressively. In the U.S., the over-18 cohort's DAU and hours both grew 40% year over year — and within that, the 18–34 group grew over 50%, faster than any other cohort.
Marsh
Do those adults actually spend, or just show up?
Mallow
They spend. In the U.S., over-18 users monetize more than 50% higher than under-18 users. That's exactly why Roblox raised the U.S. DevEx rate on in-game spend from age-checked over-18 users to 37.8% (from 26.6%) on June 8 — it's paying creators more to build for adults, as long as you use the R15 avatar framework.
Marsh
So the platform is deliberately aging up?
Mallow
Adding an older layer — without abandoning the young base. Under-13 and teens are still enormous. But the marginal growth and the higher monetization are increasingly coming from teens and adults. For audience planning, that widens who you can credibly target on Roblox.
Marsh
The letter said growth 'decelerated.' Why?
Mallow
Largely self-inflicted, by the age-check rollout. Requiring an age check to chat restricted communication for non-age-checked users and slowed new-user acquisition. So part of the deceleration is the cost of building the verified, age-segmented platform — the same machinery that produces this age data and powers Kids/Select.
Marsh
For a company running a Roblox game, what's the takeaway?
Mallow
Pick your cohort deliberately. (1) Under-13 is the largest by count and lives in the Kids/Select catalogs — huge, but the most safety-gated. (2) Teens (13–17) are the plurality at 38% — the classic Roblox core. (3) Over-18 is the fastest-growing and highest-spending, and Roblox is actively subsidizing it through DevEx. Your content, art style, and monetization should match whichever you target — "the Roblox audience" is no longer one thing.
Marsh
Executive summary?
Mallow
(1) Q1 2026: 132M DAU (+35%), 31B hours (+43%). (2) Among age-checked users (51% of global DAU, 65% in the U.S.): 36% under 13, 38% are 13–17, 26% are 18+ — most are teens or older, and a quarter are adults. (3) The over-18 cohort is the growth and money engine: +40% DAU/hours in the U.S., 18–34 up 50%+, adults monetize 50%+ more — so Roblox raised the U.S. 18+ DevEx rate to 37.8%. (4) Takeaway: choose your cohort — kids, teens, or adults — on purpose; the audience is no longer monolithic.
Marsh
So 'Roblox equals little kids' is outdated. It's teens-and-up, with a fast-growing, higher-spending adult layer. That changes who we'd build for.

Frequently asked questions

How many people play Roblox, and how fast is it growing?
In Q1 2026, Roblox averaged 132 million daily active users, up 35% year over year (roughly 34 million added), with 31 billion hours engaged in the quarter (up 43%). Bookings were $1.7 billion (+43%) and revenue $1.4 billion (+39%). Growth decelerated somewhat, largely due to the age-check rollout.
What is the age breakdown of Roblox users?
Among users who have completed an age check, as of the seven days ended March 31, 2026: 36% are under 13, 38% are between 13 and 17, and 26% are 18 or older. That means nearly two-thirds are 13+, and over a quarter are adults. Note this describes age-checked users; by the end of Q1, 51% of global daily active users had age-checked (65% in the U.S.).
Is the adult (18+) audience worth targeting?
It is the fastest-growing and highest-spending cohort. In the U.S., over-18 daily active users and hours both grew 40% year over year (the 18–34 group grew over 50%), and over-18 users monetize more than 50% higher than under-18 users. Roblox raised the U.S. Developer Exchange rate on in-game spend from age-checked over-18 users to 37.8% (from 26.6%) effective June 8, for games using the R15 avatar framework.

Bring your vision to a playable world.

From extending existing IP onto Roblox / metaverse to launching brand-new game titles. We design worlds, characters, and action that players step inside.

Contact us