Roblox Corporation RBLX

Revenue Intelligence Report • 26 quarters of SEC filing data • Updated 2026-10-14 • Data through 2026-06-30

Roblox Corporation's latest quarterly revenue is $1.5B for the period ending 2026-06-30. The model projects $10.0B across the next four quarters (+76.5% versus the preceding four quarters). The forecast uses SG&A data; model selection and estimation exclude the latest quarter, whose retrospective holdout error is 28.8%. These are statistical associations, not estimates of the causal effect of spending.

Investment Thesis

The ARDL forecast is based on reported revenue and SG&A data through 2026-06-30. Training MAPE measures fit to historical data; the separately reported holdout error measures a withheld quarter. Spending coefficients describe associations and do not establish causation.

Next 4 Quarters
$10.0B
+76.5% YoY
R&D Multiplier
$-0.46 per $1
SG&A Multiplier
$9.21 per $1
Training Fit
3.1% MAPE
Retrospective holdout (Q2 FY2026): The model predicted $1.89B vs the actual $1.47B — an error of 28.8%.
Retrospective one-quarter holdout: model fitting and selection exclude this quarter. Historical inputs use the latest available restatements, so this is not a preserved real-time forecast.
⚠ Model limitation: One or more estimated spending associations are negative. These observational coefficients do not establish a causal return on spending.
Investor insight: Actual revenue ($1.5B) came in 29% below the spending-based forecast ($1.9B). This suggests spending is not yet translating to revenue at historical rates.

Revenue Forecast

RBLX Revenue Forecast

Quarterly Detail

QuarterModel ForecastActual95% RangeYoY GrowthStatus
Q2 FY2026
Period end 2026-06-30
$1.89B $1.47B $1.83B–$1.95B +75.0% ✗ Outside range
Q3 FY2026
Period end 2026-09-30
$2.22B $2.13B–$2.30B +62.9%
Q4 FY2026
Period end 2026-12-31
$2.20B $2.10B–$2.30B +55.3%
Q1 FY2027
Period end 2027-03-31
$2.50B $2.38B–$2.61B +73.1%
Q2 FY2027
Period end 2027-06-30
$3.12B $3.00B–$3.25B +112.7%

Seasonal Factors

Multiplicative seasonal adjustment: These factors capture Roblox Corporation's systematic quarterly revenue patterns relative to the trend model. A factor of 1.05 means that quarter typically runs 5% above the underlying trend; 0.95 means 5% below. Factors are computed as the median of (actual / fitted) across all available quarters.
Fiscal QuarterSeasonal Factorvs TrendInterpretationObs.
FQ1 (Jan–Mar) 0.973 -2.7% In line with trend 6
FQ2 (Apr–Jun) 1.0022 +0.2% In line with trend 5
FQ3 (Jul–Sep) 1.0206 +2.1% In line with trend 5
FQ4 (Oct–Dec) 0.9991 -0.1% In line with trend 5

Spending and Revenue

RBLX Spending Timing
Reading this chart: Each line shows the cumulative revenue association per $1 of spending over subsequent quarters. These estimates describe historical associations and do not establish causation.

Time-Varying Spending Associations

Time-varying analysis: A penalized spline model (GAM) tracks the association between log spending and log revenue over 26 quarters. Its coefficients describe conditional historical associations, not causal returns on spending.
Current SG&A elasticity: -0.6875x • R&D elasticity: -0.7245x
The model-term chart shows relative absolute term magnitudes. Its percentages are not shares of revenue or causal contributions to growth.

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