Roblox RBLX Business Segments
| Q1 '26 | Q4 '25 | Q3 '25 | Q2 '25 | Q1 '25 | ||
|---|---|---|---|---|---|---|
| Percentage of revenue by Product | ||||||
| Consumable Virtual Items | 12%+3.0pp | 1%0.0pp | 22%+14.0pp | 10%+2.0pp | 9%+1.0pp | |
| Durable Virtual Items | 88%-3.0pp | —— | 78%-14.0pp | 90%-2.0pp | 91%-1.0pp | |
| Revenue by Geography | ||||||
| Asia-Pacific, including Australia and New Zealand | $169M+55.0% | $163.91M+58.8% | $152.88M+60.1% | $115.71M+21.7% | $109M+27.8% | |
| Europe | $295M+52.1% | $281.35M+53.9% | $264.57M+57.7% | $204.67M+25.3% | $194M+33.3% | |
| Rest of world | $140M+64.7% | $134.21M+69.3% | $125.52M+72.7% | $90.65M+31.0% | $85M+39.6% | |
| Percentage of revenue by Geography | ||||||
| Asia-Pacific, including Australia and New Zealand | 12%+1.0pp | —— | 11%+1.0pp | 11%0.0pp | 11%0.0pp | |
| Europe | 20%+1.0pp | —— | 19%+1.0pp | 19%+1.0pp | 19%+1.0pp | |
| Rest of world | 10%+2.0pp | —— | 9%+1.0pp | 8%0.0pp | 8%+1.0pp |
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.
