Roblox is the biggest game in the world, but is unprofitable
Roblox has over 80 million daily users but reported a $1.2 billion loss on $3.2 billion revenue due to high operational costs and significant R&D investments, raising sustainability concerns.
Read original articleRoblox has emerged as a dominant player in the gaming industry, boasting over 80 million daily users and 380 million monthly users, significantly outpacing competitors like Minecraft and Fortnite. Despite its massive popularity and user engagement, Roblox struggles to achieve profitability. The company reported a loss of $1.2 billion on revenues of $3.2 billion over the past year, with a profit margin of -38%. This financial challenge stems from high operational costs, which consume 138% of its revenue. Key expenses include platform fees, payments to user-generated content developers, and significant investments in infrastructure and safety measures. Roblox's R&D costs are particularly high, accounting for 44% of revenues, as the company invests heavily in generative AI and other technologies to enhance user experience and attract more players. While Roblox's user base has diversified globally, with significant growth in regions outside North America, the company faces challenges in increasing revenue per user and managing costs effectively. The ongoing investment in R&D is crucial for future growth, but it raises concerns about sustainability if revenues do not keep pace.
- Roblox has over 80 million daily users and 380 million monthly users, making it the largest gaming platform.
- The company reported a loss of $1.2 billion on $3.2 billion in revenue, indicating significant financial challenges.
- High operational costs, including platform fees and developer payments, consume 138% of Roblox's revenue.
- R&D expenses account for 44% of revenues as Roblox invests in generative AI and user experience improvements.
- The user base is diversifying globally, but increasing revenue per user remains a challenge.
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I can't stand that almost all of the games seem to have a pay to win aspect, or are heavily advertising every chance they get.
As a gamer dad, I try to show my kid better games to play, but because they aren't free, his friends can't play. Just drives him to keep playing and wanting more Robux. It's compounded when his favorite Youtubers play...
Seriously don't understand how Roblox isn't being investigated for predatory practices. I imagine they can hide behind the fact users are making most of the mini games, and they are just providing a platform.
This feels like an example of the phenomenon highlighted in another recent post: https://news.ycombinator.com/item?id=41263855
Namely, that as long as Roblox's cash flow is increasing year-over-year, they probably don't care about profit. (And if cash flow ever does stop increasing, they can always get back to sustainability by pumping the brakes on reinvestment spending.)
Basically, the company invested sufficient into long term assets, big infra investments like cabling, towers, etc. Because of accounting rules, they could choose to amortize all of that investment in a straight line over 30 years, OR accelerate depreciation in the short term.
I believe the company always chose the latter, and the net effect of this was that every year the company would show a loss, 100% related to said infra investments. However, when you carved out depreciation, the company was clearly making increasing amounts of money. Further, all that fiber was capturing new clients, which was free cash flow which they would turn around and capture even more customers with a new round of investments. In effect, the use of accelerated depreciation helped the company manage its tax obligations while expanding aggressively. By deferring tax liabilities and reinvesting capital, the company was able to capture market share and grow its customer base.
Eventually they had to show income and therefore pay the IRS, but by that time they were at the leading edge of the race and investors rewarded this company's CEO handsomely.
short rant over
There's a certain amount of jank in every roblox game, and that's part of the charm. But it's undoubtedly also a reason why people with fatter wallets don't spend more time in roblox.
If you've never played a roblox game this might be hard to understand, but those of you who have spent time in these worlds with your kids you will know exactly what I'm talking about.
Perhaps more finance-related, but the monetization of roblox games is also extremely haphazard - providing more guide rails and designing payments more "in platform" would go a long way towards spending confidence.
>Arguing that it's a "gift" when they're taking a 75% cut is just offensive.
20220707 https://news.ycombinator.com/item?id=32014754 (Problems at Roblox)
> Roblox is horrendous. It is as dangerous as any dark corner of the Internet, except that it appears child-friendly to parents.
In addition to being mostly pay-to-win the platform has a pedophile problem.
https://www.bloomberg.com/features/2024-roblox-pedophile-pro...
It's a headache and a source of fights, so, I thank the responsible (/sarcasm).
Another reason why having the current ecosystem, where app stores pretty much dictate the destiny for a growing company. creating another device assuming it magically becomes a success, there is most definitely not a long lasting venture either. Bypassing the app store to achieve what exactly? okay this device plays roblox 'and what else can it do?".Discouraging to see companies like this be dictating how they grow and succeed. Only to grow in this manner and be topped out as there is no next phase after this growth, the atmosphere they're in is polluted and cloudy. The next phase in BIG tech is most likely not going to resemble this depiction, for more reasons than i can list here. The big players in tech are losing their ground day by day. Epic Games is relisted back on to the app store, not long ago they were fighting apple over the very same hurdle that Roblox is facing today. Epic Games did however get their way with Google and went on to send a clear message to the rest of the big tech players out there.
I think a big change is near and if not than its needed.
This article tries to, foremost, sell you on the idea that its author is someone you should listen to for financial analyses.
I'm not sure if I'm understanding this point correctly. From my understanding, wouldn't roblox consider their revenue in a given month to be 1/9th of this months purchases + 1/27th of last month's purchases + ...
If so, why would their revenue recognition make them unprofitable? Every month they only realize 1/9th of revenue from that month, but that would be offset by the other 8/9ths of revenue coming from the last 27 months. Wouldn't it just make their recognized revenue a frontloaded rolling average?
Of course, unlike Roblox, Minecraft was profitable
And how is this Roblox better than the (pre MS) Minecraft?
Which large corporation is paying anything close to 4% for credit card processing? Based on what's available to me in my small business, I'd be astonished if anyone doing any significant volume was paying as much as half of this percentage.
2018 but its still worth listening to.
https://ecorner.stanford.edu/podcasts/when-the-platform-is-y...
The width of the text seems odd. It's too narrow on a medium viewport but too wide on a large one. Around 75 characters per line is usually the sweet spot for legibility. The font sizes also seem to be quite peculiar, being done with seemingly unneeded complexity: `font-size: calc((var(--normal-text-size-value) - 1) * 1.2vw + 1rem)`. Not quite sure this is necessary?
My computer also seemed to really struggle rendering the page as it stuttered constantly while scrolling or resizing.
Additionally (and this is moving into nitpicking territory), the navbar strikes me as a bit busy and overwhelming with its 15 items. Perhaps some culling or drop-down menus are in order. I can't say I'm a huge fan of what looks to be a distorted AI-generated header image either.
>Find good games through reddit recommendations
>Play the games, most are novel and remind me of WC3 customs
>Show our non-gamer friends the quirky games
Its pretty cool, but there is soo much garbage to get past.
"New"? Roblox came out nearly 20 years ago...
It went from "cult classic" to "viral phenomenon".
The best times I've had at startups were when we were lean, and profiting >50%. The business was easier, we had more flexibility for decisions, morale was great... But then they all seem to grow into 0-10% profit corporate behemoths where each employee can't even tell if the job they do is worth their paycheck, it just becomes awkward, slow, uninspiring work.
And then you find yourself robbing more single parents checking accounts than anyone on earth, but not even profiting. How depressing.
They took the exploitative practices of microtransaction based games, targeted them at children, then decided to use child labor to create content inside an expoitatively taxed monetization system, then decided to abdicate all their responsibility for responsible community management to protect these children by shutting down their own forums and pushing everything to Discord. Now we have children working for unvetted strangers with no labor protection and no oversight.
I guess if your costs are high enough, you can eat any amount of profit.
They clearly need to get their expenses under control (if they care about generating an actual profit). There's only so much you can grow once you get to a certain threshold, and they must be getting near it.
Spending 2b on opex seems kinda crazy (3.2b revenue vs 1.2b income). Most games are opex-light, capex-expensive. Their capex is definitely not cheap either, though that seems to be a tradeoff they choose to have.
Of course, this all presumes the people running the company care about generating a profit (by no means a guarantee!). I'm sure all of the employees are making out like bandits, based on other commenters, and if management is happy to spend the money, well, that's all there is to it. It would be hard for anyone to argue with their success in growing their userbase, if nothing else.
Is that the main source of income? How do game makers get paid?
Wow. I've never though about this before, but this is an awful second-order consequence of the high app store fees set by Apple and Google. It essentially incentivizes App makers to treat users as products not customers!
(Not too surprising for Google, but certainly goes against Apple's public stance).
I had to web search for what this thing was, apparently a game for small kids? Why should "everyone" know about video-games addressed to children?
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The video highlights predators targeting children on Roblox, leading to kidnapping and sexual assault incidents. Vigilantes are monitoring the platform to address these serious child safety concerns.
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The high cost of game development in the U.S. is driven by living expenses, inflated salaries, and economic challenges, prompting studios to relocate to lower-cost regions and adapt operational strategies.
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