
Roblox
An online gaming and entertainment platform offering a shared digital experience that brings people together through play.
Date | Investors | Amount | Round |
---|---|---|---|
- | investor investor investor investor investor | €0.0 | round |
N/A | €0.0 | round | |
N/A | €0.0 | round | |
investor investor | €0.0 | round | |
N/A | €0.0 | round | |
investor investor | €0.0 | round | |
investor investor | €0.0 | round | |
investor investor investor investor investor investor | €0.0 Valuation: €0.0 | round | |
investor investor investor investor investor investor | €0.0 Valuation: €0.0 4.3x EV/Revenue -18.0x EV/EBITDA | round | |
investor investor investor investor | €0.0 Valuation: €0.0 15.4x EV/Revenue -70.0x EV/EBITDA | round | |
N/A | €0.0 Valuation: €0.0 23.4x EV/Revenue -106.8x EV/EBITDA | round | |
N/A | €0.0 | round | |
* | $409k | Post IPO Equity | |
Total Funding | 000k |

















USD | 2021 | 2022 | 2023 | 2024 | 2025 | 2026 | 2027 |
---|---|---|---|---|---|---|---|
Revenues | 0000 | 0000 | 0000 | 0000 | 0000 | 0000 | 0000 |
% growth | 108 % | 16 % | 26 % | 29 % | 65 % | 23 % | 19 % |
EBITDA | 0000 | 0000 | 0000 | 0000 | 0000 | 0000 | 0000 |
% EBITDA margin | (22 %) | (34 %) | (33 %) | (19 %) | 23 % | 26 % | 29 % |
Profit | 0000 | 0000 | 0000 | 0000 | 0000 | 0000 | 0000 |
% profit margin | (26 %) | (42 %) | (41 %) | (26 %) | (20 %) | (14 %) | (9 %) |
EV | 0000 | 0000 | 0000 | 0000 | 0000 | 0000 | 0000 |
EV / revenue | 00.0x | 00.0x | 00.0x | 00.0x | 00.0x | 00.0x | 00.0x |
EV / EBITDA | 00.0x | 00.0x | 00.0x | 00.0x | 00.0x | 00.0x | 00.0x |
R&D budget | 0000 | 0000 | 0000 | 0000 | 0000 | 0000 | 0000 |
R&D % of revenue | 28 % | 39 % | 45 % | 40 % | - | - | - |
Source: Company filings or news article, Equity research estimates
Related Content
Roblox operates a virtual platform where users from around the globe engage in various activities such as learning, working, playing, and socializing. The platform is driven by a global community of developers and creators who use Roblox Studio, an intuitive desktop design tool, to produce immersive multiplayer experiences. Roblox primarily serves audiences under the age of 18 and has become one of the top entertainment platforms in this demographic, as evidenced by average monthly visits and time spent. The business model revolves around user-generated content, with millions of new users joining each month through word of mouth. Revenue is generated through in-platform purchases and subscriptions, making it a robust ecosystem for both users and creators.
Keywords: virtual platform, immersive experiences, global community, developers, creators, Roblox Studio, multiplayer, under 18, user-generated content, in-platform purchases