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Roblox RBLX Business Segments

TTM Q1 '26TTM Q4 '25TTM Q3 '25TTM Q2 '25TTM Q1 '25
Percentage of revenue by Product
Consumable Virtual Items45%+3.0pp42%0.0pp42%+14.0pp28%+2.0pp26%+1.0pp
Revenue by Geography
Asia-Pacific, including Australia and New Zealand$601.5M+11.1%$541.5M+12.6%$480.78M+13.6%$423.4M+5.1%$402.75M+6.3%
Europe$1.05B+10.7%$944.59M+11.6%$846.11M+12.9%$749.29M+5.8%$708.03M+7.3%
Rest of world$490.37M+12.6%$435.37M+14.4%$380.42M+16.1%$327.58M+7.0%$306.14M+8.5%

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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.