Roblox RBLX Business Segments
| Q1 '26 | Q4 '25 | Q3 '25 | Q2 '25 | Q1 '25 | ||
|---|---|---|---|---|---|---|
| Percentage of revenue by Product | ||||||
| Consumable Virtual Items | 12%+11.0pp | 1%-21.0pp | 22%+12.0pp | 10%+1.0pp | 9%+8.0pp | |
| Durable Virtual Items | 88%— | —— | 78%-12.0pp | 90%-1.0pp | 91%— | |
| Revenue by Geography | ||||||
| Asia-Pacific, including Australia and New Zealand | $169M+3.1% | $163.91M+7.2% | $152.88M+32.1% | $115.71M+6.2% | $109M+5.6% | |
| Europe | $295M+4.9% | $281.35M+6.3% | $264.57M+29.3% | $204.67M+5.5% | $194M+6.1% | |
| Rest of world | $140M+4.3% | $134.21M+6.9% | $125.52M+38.5% | $90.65M+6.6% | $85M+7.3% | |
| Percentage of revenue by Geography | ||||||
| Asia-Pacific, including Australia and New Zealand | 12%— | —— | 11%0.0pp | 11%0.0pp | 11%— | |
| Europe | 20%— | —— | 19%0.0pp | 19%0.0pp | 19%— | |
| Rest of world | 10%— | —— | 9%+1.0pp | 8%0.0pp | 8%— |
Chart any of these lines over time, or line them up against competitors.
Compare these in charts →Questions, answered.
- How does Roblox break its business down?
- Roblox (RBLX) reports percentage of revenue by product across 2 parts — Consumable Virtual Items and Durable Virtual Items. Each is extracted from the segment footnotes and tracked over time.
- Where does Roblox's segment data come from?
- Segment breakdowns are pulled from the segment footnotes in Roblox's SEC filings (the XBRL dimensional tags), so every line ties back to a reported figure. Switch between quarterly, annual, and TTM, or open any segment for its full history.
