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Stocks
Roblox Corporation
EL7 Factor Analysis
How we score this
Overall10
Poor — bottom quartile of the marketSucker StockF 6/9DistressBetter than 10% of Market stocks, per EL7's model
FactorScoreDistributionValueAvgRank
▸
Valuation
49
—17.8xAround median
▸
Growth
88
41.3%▲7.1%Top tier
▸
Quality
29
-57.3%▼4.5%Bottom tier
▸
Safety
40
—2.6xAround median
▸
Capital Return
46
—2.12%Around median
▸
Momentum
7
-72.5%▼2.9%Bottom tier
▸
Sentiment
42
20▲3Around median
RBLX

RBLX Roblox Corporation

Roblox Corporation · NYSE
Market Closed
45.50
▲ ⁦+1.38%⁩ (+0.62)
Market Cap$32.1B
Beta1.47
52w Low52w High
33.88142.00
Last Week
⁦+9.61%⁩
Last Month
⁦+28.02%⁩
Last 3 Months
⁦+4.62%⁩
Last Year
⁦-65.75%⁩
Fair Value
Current price$46
Analyst target · 6 analysts
$46
⁦+1%⁩
See it fairly priced
Range ⁦$30–$95⁩
vs
DCF (estimate)
$50
⁦+10%⁩
Sees it undervalued
⁦10.9⁩% discount · ⁦12⁩% growth
Bottom lineThe two methods disagree — estimate range ⁦$46–$50⁩.

Estimates — analyst targets and a simplified DCF, not investment advice.

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Analyst Consensus

This section combines price targets, revision history, analyst coverage changes, and an AI summary of what changed on the Street.

Price Target· 6 analysts setting price target
$48.90
⁦+7.5%⁩
Current Price $45.50·Median $46.00
Low
$30.00
High
$95.00
Current price
$45.50
Average target
$48.90
Street summary

Relatively Stable with a Slight Reduction in Consensus

The average price target declined from 49.47 to 48.9 over the last 30 days, a decrease of 0.57 or 1.15%, while the number of analysts remained at 6. Over the last day, there was no change. The consensus remains slightly above the current price of 45.5, while the range between 30 and 95 reveals wide variation in estimates. The median stands at 46, indicating a view closer to the current price than a collectively bullish outlook.

As of 2026-09-11
Revisions momentum · 30d
⁦-1.1%⁩
Average rating
★ 3.57
Buy
Analyst coverage
35
Buy conviction
51%
Mixed
Rating activity · 30d
0↑ · 0↓
Target dispersion
143%
Wide
Analyst ratings over time35 analysts rating
4
14
15
2
Strong BuyBuyHoldSellStrong Sell
Rating trend — last 12 months3.81 → 3.57
Recent analyst moves
  • = Reiterate2026-09-11
    Raymond James
    Buy
  • = Reiterate2026-09-11
    Oppenheimer
    Outperform
  • = Reiterate2026-09-09
    Jefferies
    Hold
Premium content
Financial Analysis
|

Stock Analysis

AI-generated
Based on 2026-07-30 data

Company Overview

Roblox operates a digital platform for interactive content created by users and developers, combining experience discovery, a game engine, an economy, creation tools, cloud infrastructure, and safety systems. The financial business depends on user spending reflected in bookings, while the company seeks to expand monetization sources through subscriptions and advertising; it also plans to tie some higher-cost capabilities, including the ultra-high-fidelity Morpheus mode, to a paid subscription. Management targets Roblox reaching 10% of the global gaming market and estimates that the platform already captures 20% of gaming revenue generated by users under 18 years old in the United States.

In Q2 FY2026, revenue rose 36% year over year to $1.5 billion, while bookings increased only 8% to $1.6 billion and came in at the low end of the company's guidance range. Gross profit according to EDGAR data was approximately $1.2 billion, equivalent to a gross margin of nearly 80%, but the company recorded a net loss of $183 million and a loss per share of $0.26; the loss per share was better than expectations ranging from $0.30 to $0.33. In FY2025, revenue totaled $4.9 billion and gross profit was $3.8 billion, versus a net loss of $1.1 billion.

Daily active users reached 123 million in Q2 FY2026, up 10%, while engagement hours rose 5% to 29 billion hours. The operating mix reflects strong international expansion, with daily active users growing 67% in Japan and 64% in India, while hours increased 60% and 160%, respectively. Content has become less concentrated; the share of the top ten games declined from about 30% of engagement hours three years ago to approximately 20%, while users aged 18 years and older represent about one-third of U.S. daily active users who completed age verification.

What's Driving the Stock

  • The change in the discovery algorithm toward experiences with long-term retention improved engagement quality according to the company's tests, but reduced bookings per hour, particularly among users under 13 years old; management says tests lasting several weeks showed a crossover point after which retention gains exceed the impact of the initial monetization decline, without specifying when that will occur.
  • Expansion among adults represents an important driver, with daily active users and usage hours for the U.S. 18-to-34 age group growing by approximately 40% annually, while the market for those aged 18 years and older represents 80% of a global gaming market that management estimates at approximately $200 billion.
  • Roblox launched Build, powered by internal artificial intelligence models, in New Zealand, and management said its daily user count there exceeded that of Roblox Studio. Build will integrate with Roblox Studio to create two-dimensional and three-dimensional experiences, with the possibility of adding greater creation capacity to a Roblox Plus subscription.
  • The company is testing Moments for users aged 16 years and older in Canada, New Zealand, and Singapore, and intends to integrate influencer clips and gameplay captures before moving to one-tap game launches from the discovery flow. The product roadmap also includes Reality for visually realistic multiplayer games, Global Chat, and Quick Words, in addition to rolling out friends chat within experiences during Q3 FY2026.
  • AgeCheck adoption in Q2 FY2026 reached approximately 57% globally, approached 80% in Australia, reached 70% in the United States and the United Kingdom, and reached 75% among Americans aged 18 years and older. Management believes more accurate age data will improve recommendation targeting by region and age group, potentially easing monetization pressure and enhancing communication safety.

Buying & Selling Case

▲ Buying Case4 pts

  • +Despite weak bookings, Roblox achieved revenue growth of 36% in Q2 FY2026, while operating cash flow rose 60% to $318 million and free cash flow increased 66% to $294 million, showing that cash generation expanded faster than user growth and hours.
  • +A base of 123 million daily active users and 29 billion engagement hours gives Roblox broad scope to develop subscriptions, advertising, and creation tools, alongside approximately 40% annual growth in U.S. users aged 18 to 34 years.
  • +The decline in the top ten games' share from about 30% to 20% of engagement hours over three years reduces the platform's dependence on a limited group of experiences, while growth in Japan and India and the return of service in Russia provide additional sources of usage growth.
  • +The loss per share in Q2 FY2026 beat market expectations, reaching $0.26 versus an expected loss of between $0.30 and $0.33, alongside the generation of $294 million in free cash flow.

▼ Selling Case6 pts

  • −

Valuation

The average analyst price target is $49.47, within a wide range of $30 to $95, and the average is approximately 65% below the 52-week range high of $142 and above its low of $33.88. A Neutral consensus and some analysts' downgrades to Sell reflect a reassessment driven by expectations that Q3 FY2026 bookings will decline between 14% and 18% and the withdrawal of full-year guidance. No meaningful price-to-earnings multiple is available given the $1 billion net loss recorded during the presented twelve-month period, so the valuation depends on Roblox's ability to convert user growth and free cash flow into sustainable profitability.

HoldAnalyst target: $49.47(+8.7%)

Figures in the text are as of 2026-08-28; the live price is shown at the top of the page.

FAQ

Why did RBLX stock fall sharply after the Q2 FY2026 results?

The loss per share was not the main problem, as it reached $0.26 and was better than market expectations of between $0.30 and $0.33, while revenue came in at $1.5 billion. The pressure came from bookings of $1.6 billion reaching the low end of guidance due to weak bookings per hour, particularly among users under 13 years old. The company then forecast a Q3 FY2026 bookings decline of between 14% and 18% and withdrew its full-year guidance, followed by a one-day decline ranging from 25% to 29% on July 31, 2026 and August 1, 2026.

Is Roblox's user base growing despite weak bookings?

Yes, daily active users reached 123 million in Q2 FY2026, an annual increase of 10%, while engagement hours rose 5% to 29 billion hours. Daily active users grew 67% in Japan and 64% in India, while hours increased 60% and 160%, respectively. Users and hours for the U.S. 18-to-34 age group are also growing by approximately 40% annually, but these gains did not prevent weak monetization among younger age groups.

What impact has the new discovery algorithm had on Roblox's business?

The algorithm gives greater weight to long-term retention and reduces the visibility of games focused on rapid monetization. Roblox's tests showed rapid improvement in retention and hours, but they also showed an immediate decline in dollars generated per hour, and the impact was greater than expected in Q2 FY2026. Management believes the test curves eventually cross so that retention gains exceed the initial bookings loss, but it did not specify a date for that point.

Earnings callEDGAR filings30-day newsInsider activity

Automated analysis for informational purposes only — not investment advice.

Weak monetization is the most prominent financial risk; bookings of $1.6 billion in Q2 FY2026 came in at the low end of guidance because the shift in engagement from high-yield popular games to newer, persistent experiences with lower monetization pressured bookings per hour, particularly among users under 13 years old.
  • −The company expects Q3 FY2026 bookings of between $1.58 billion and $1.65 billion, implying a year-over-year decline of between 14% and 18%, after bookings grew only 8% in Q2 versus revenue growth of 36%; it also declined to provide revised guidance for the full year or Q4 because of the wider range of potential outcomes.
  • −Lower bookings will reduce operating leverage on fixed costs, while investments in Build, Moments, safety, and Roblox Reality increase the need for additional graphics processing unit capacity and cloud infrastructure. Management explained that approximately half of the Q3 FY2026 margin contraction compared with the previous year is attributable to weaker absorption of fixed costs, with the other half attributable to artificial intelligence investments.
  • −Roblox competes for users' time with games and broader forms of digital entertainment while betting on the expansion of two-dimensional content, communication, video, and artificial intelligence-powered creation. The financial success of these initiatives remains unproven, and management said there is no reliable model for determining the impact of new products during the three-to-six-month period following the July 30, 2026 call.
  • −According to a report dated July 30, 2026, the European Commission is considering designating Roblox as a very large online platform under the Digital Services Act, which could add stricter content oversight and digital accountability requirements and additional compliance costs.
  • −Analyst sentiment declined following the monetization warnings, with some downgrading the stock to Sell, while the overall consensus remained Neutral and price targets ranged from $30 to $95. The insider signal also reached strong_sell during the three months ended August 25, 2026, with 29 sales and net selling of $6.8 million without any purchases; however, insider sales may be prearranged, so this remains a weaker trading signal than the bookings and margin risks.
  • Which products is Roblox betting on to expand growth?

    The company launched Build in New Zealand as a conversational interface powered by internal artificial intelligence models for creating playable games, and said its daily user count there exceeded that of Roblox Studio. It is also testing Moments for the 16-years-and-older age group in Canada, New Zealand, and Singapore, and is working to integrate video, game discovery, and one-tap game launches. The plan also includes Reality and Morpheus for visual realism, support for two-dimensional games, and friends chat within experiences during Q3 FY2026.

    Has Roblox improved cash generation despite continuing losses?

    The Q2 FY2026 net loss according to EDGAR was approximately $183 million, while the FY2025 net loss reached $1.1 billion. By contrast, operating cash flow in Q2 FY2026 rose 60% to $318 million, and free cash flow increased 66% to $294 million. The company plans to prioritize organic investment in research and development, people, and infrastructure, while using share repurchases primarily to offset dilution resulting from employee grants.

    What are Roblox's main safety and regulatory risks?

    AgeCheck adoption in Q2 FY2026 reached approximately 57% globally, reached 70% in the United States and the United Kingdom, and approached 80% in Australia. The company restricted chat to those who completed age verification, implemented communication segmented by age groups, and does not allow image sharing within chat. Nevertheless, since July 30, 2026, the European Commission has been considering listing Roblox among the very large platforms subject to the Digital Services Act, which could increase content-monitoring obligations and compliance costs.