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Roblox slashes annual bookings forecast as new safety features take their toll

By Thomson Reuters Apr 30, 2026 | 3:09 PM

By Zaheer Kachwala

April 30 (Reuters) – Roblox cut its annual bookings forecast on Thursday, signaling that new safety initiatives may impact user growth and spending on its popular ​videogame platform, sending its shares down over 18% in ‌extended trading.

The company expects fiscal 2026 bookings of $7.33 billion to $7.6 billion, lower than its earlier forecast of $8.28 billion to $8.55 billion.

Investments in recommendation algorithms and higher developer rewards have helped Roblox draw in millions of users looking ‌to ​play free games and socialize with ⁠friends. But multiple cases ⁠of child exploitation and grooming on the platform have resulted in national bans, lawsuits and investigations into Roblox’s safety framework.

To ease concerns, the platform unveiled age-based accounts and age verification early ​this year to limit communication and interaction between younger and older users, while also rolling out broader content monitoring.

“What ⁠we have observed since we started ⁠rolling out age-gating of communications features in January ​is less communication engagement on the platform,” CFO Naveen Chopra told ​Reuters in an interview.

“That does tend to have some ‌knock-on effects in terms of content virality, which can then impact things like App Store ratings and the like.”

Roblox now sees a sequential decline in daily active users (DAU) in the second ⁠quarter. Average DAU for the first quarter stood at 132 million, up 35% from a year ago.

Second-quarter bookings are forecast between $1.55 billion ⁠and $1.61 billion, below estimates ‌of $1.83 billion, according to data compiled by ⁠LSEG.

Meanwhile, Roblox also announced a new project code-named “Roblox ​Reality,” which ‌will allow developers to build photorealistic games ​by blending ⁠videogame engines and AI world models.

The use of AI in videogame development – a divisive topic within the industry – has increased significantly in recent times as publishers look for ways to curb costs and speed up game creation.

(Reporting by Zaheer Kachwala in Bengaluru; Editing ​by Jonathan Ananda)