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The cliché that 'Roblox is for little kids' is now measurably out of date.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.
- 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
Senior consultant at ZehnStudio26. Around since the early Roblox days. Good at translating dense topics into plain language.
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.
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.





