Roblox RBLX Business Segments
| TTM Q1 '26 | TTM Q4 '25 | TTM Q3 '25 | TTM Q2 '25 | TTM Q1 '25 | ||
|---|---|---|---|---|---|---|
| Percentage of revenue by Product | ||||||
| Consumable Virtual Items | 45%+3.0pp | 42%0.0pp | 42%+14.0pp | 28%+2.0pp | 26%+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% |
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.
