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Roblox’s 18+ usership is growing 50% year over year

KreekCraft is one of the biggest Roblox YouTubers out there–but when he unveiled his own game development studio last month, he said his motivation for launching it was because there aren’t many games that appeal to him as a nearly 30-year-old adult.

Instead, he said, when he’s not recording YouTube content, he’s playing things with more mature themes, like Elden Ring and Red Dead Redemption 2. So his goal with the studio is to release games that people his age would genuinely enjoy spending time with.

Turns out Roblox is also thinking along these lines.

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CEO David Baszucki told Yahoo Finance that Roblox has seen a 50% year on year growth in the number of 18+ people playing games on its platform.

He called the stat “a real great signal for future growth,” and said Roblox is actively working to continue wooing older gamers. How? By “reiterating the cultural phenomena” and success of games like Dress to Impress

and Grow a Garden, both of which have been popular across age groups.

Baszucki also said that, looking forward, Roblox expects to target 18+ gamers with a “genre expansion” that will include more titles in the sports and RPG categories, since those tend to monetize at a higher rate.

What we’re curious about is how, exactly, Roblox will go about bringing more of these targeted games to its platform. Though the two share a lot of similarities in creator culture and monetization these days, Roblox isn’t Fortnite; it doesn’t develop games internally. Instead, it relies on independent developers publishing their content on its platform.

Will it start sealing deals with those developers if they’re willing to make certain types of games? Will it launch a creator fund program that’ll provide cash incentives to make an RPG? Obviously, if Roblox’s growth figures are legit, then developers have a by-the-numbers reason to invest in making games for 18+-year-olds, who generally have access to more disposable income than The Youths.

That, of course, is also a plus for Roblox, which takes a 30% cut of all in-game transactions. More adults with adult money = more money in Roblox’s pocket.

Not to say Roblox isn’t already doing nicely for cash. During its recent Q4 earnings call, it said it brought in $2.2 billion, a 55% YoY increase. For 2026, it’s projecting sales growth between 23 and 29%. Some of that will be in-game transactions, but we suspect Roblox is also planning to amp up ad bookings.

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Published by
James Hale

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