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RDC 2026: Roblox Is Building For Professionals Developers

11 minutes ago
8 min read

Roblox CEO Dave Baszucki at RDC

This was my fourth year attending the Roblox Developers Conference (RDC), and it arrived at a pivotal moment for the company. In its most recent investor earnings report, Roblox guided Q3 bookings to between $1.576 billion and $1.653 billion, a decline of 14% to 18% year over year. That is the first time Roblox has ever guided to negative bookings growth.


By understanding that backdrop, the company's major keynote announcements make a lot of sense. Because Roblox needs to grow users and revenue, it's no surprise that it is simultaneously opening up distribution, rebuilding how creators get paid, chasing an older and more affluent audience, and reversing a decade-old position on advertising.


To me this points to one thing: Roblox is remaking itself into a platform for professional developers. The company announced wider distribution, more sophisticated earnings paid in real currency, and content built for an older audience rather than just kids.


What Does Roblox's View of US Gaming Revenue Tell Developers?

The most important visual Roblox showed in the RDC keynote was a chart of approximate US gaming industry revenue, broken into three age segments (under 13, 13-17, and 18+) and four game types (2D single player, 2D multiplayer, 3D single player, and 3D multiplayer).


Roblox bar graph showing US gaming industry revenue

This picture explains the company's whole strategy. Almost all the revenue sits in the 18+ segment, and within that segment, 3D multiplayer towers over everything else. The under 13 and 13 to 17 panels are barely visible by comparison. This data is for the US only, and the footnote says the figures are illustrative and based on Roblox's own internal analyses, so this is Roblox's argument for its strategy rather than independent market data.


That chart is a recruiting pitch aimed at the room. Roblox is driven by content, and the platform only grows when more talented people build on it, so telling a hall full of developers exactly where the revenue sits is how you get the right games made.


But there are two audiences for that pitch. Roblox wants its existing developers, who have spent years building for a younger audience, to start making games for adults. That's a big ask, since it means different mechanics, different tone, and different retention math than what most of them have optimized for. It also wants developers already building 18+ games elsewhere, on Steam or mobile or console, along with their IP, to bring that work onto the platform.


Those two groups need very different things to say yes. The first needs a reason to change what it already knows how to do. The second needs a reason to move, and that's where Roblox Everywhere, higher fidelity creation, and the platform's own user acquisition spending start to look less like separate announcements and more like one recruitment package.


Content: Aging Up And Widening Out

Look back at that US Gaming Industry Revenue chart and notice how little of it Roblox actually competes in. Four game types across three age bands, and Roblox competes seriously in one slice: 3D multiplayer, with players skewing under 18. The single tallest bar on that chart is 3D multiplayer for adults, and Roblox has barely started to compete for it, let alone 2D games for 18+.


Roblox is going after older players and new game types at once. For older players, it's paying developers to build for US adults through its previously announced increased DevEx payment rate and recruiting studios directly through programs like Jumpstart and Incubator, which were highlighted onstage. For new game types, it added engine support for 2D games, including an orthographic camera, sprite sheet import, and animated image containers. After 20 years as a 3D social sandbox, Roblox just shipped the tooling to become something wider.



Logos of companies part of Roblox's Incubator Program

Shout out to Max Power Gaming friends Duncan Campbell, who works on Jumpstart, and fellow Georgetown Hoya alum Ceren Ates (pictured above), who gave an excellent keynote about Incubator.


In the photo above, you can see the logos of game development studios building on Roblox for the Incubator program. Almost all of these companies are non-native studios, illustrating how Roblox is pushing hard for more and more outsiders to join the platform.


What Is Roblox Everywhere, And Why Does It Matter For Studios?

A studio with a working business elsewhere needs more than a large audience to justify building on Roblox. It needs to keep its own distribution, its own storefront presence, and its own relationship with players. Roblox Everywhere is the first announcement that offers any of that.


Creators will be able to release their games as standalone apps across mobile, PC, and console, with Roblox continuing to provide the underlying technology and services. So this isn't just Roblox as a powerful game engine. It's an engine used to make games that live independently, outside the Roblox app entirely. Alongside that, games can be played in a browser, which is a big unlock for how many players a game can reach.


Why Roblox's User Acquisition Strategy Is Compelling

There's one interesting story that got less attention at RDC. Roblox said it will help strong performing games targeted at 18+ audiences get more visibility not only through the discovery algorithm, but also through its own paid user acquisition campaigns to bring in players who aren't on Roblox at all.


Developers on Steam or mobile buy their own users at high cost per install, and most creators can't afford that. On Roblox they don't have to, because the platform will do it for them (if the game is good enough). For a studio deciding where to build an 18+ title, that's a real economic argument to take the platform seriously.


How Are Creators Getting Paid Now?

Roblox announced Roblox Wallet, an account through financial partner Airwallex that gives eligible US creators 18 and over daily payouts in real currency, with a Roblox Card following in 2027. Creators have earned more than $5 billion since DevEx launched in 2013, roughly $1.7 billion of that in the past 12 months.


Moving from periodic Robux conversion via the existing DevEx program to daily fiat payouts is what you build when the people on your platform are running businesses rather than hobbies. This is less about creator maturation than about corporate partners Roblox wants to recruit. A serious finance department cannot reasonably process Robux DevEx conversions, and if Roblox wants established studios and publishers operating on the platform, it has to pay them in a clear and auditable way.


Monetization: Pre-Roll Arrives, Brands Go Quiet

From the keynote stage, Roblox snuck in big news about platform video ads, announcing it will begin testing pre-roll ads within the platform. They said they had tried this 10 years ago and it wasn't the right time, but that now is the right time. It was mentioned explicitly but very briefly. If you blinked, you would have missed this update.


Pre-roll videos previewed at RDC

Pre-roll ads will almost certainly receive backlash from players and likely from creators too, so Roblox will have to roll it out delicately. While this will be an unpopular decision, there's real money here. YouTube built an enormous business on pre-roll, and it's a format consumers and advertisers are both comfortable with. So we'll see if it takes off.


The more interesting monetization story was what Roblox didn't say. After years of brands being a significant part of the keynote, they barely came up. The rewarded video numbers suggest why. Roblox shared that 27% of games using the format saw it provide 10% or more of total revenue. That's meaningful for those games. It also means the other 73% of participating games didn't clear that bar.


Two developer teams running rewarded video told me that they expected meaningful revenue and got an initial blip and then very little. The reason they both cited was low ad fill rates. That points at advertiser demand as the constraint, not developer supply. A creator who has done brand integrations for years separately told me the heyday has passed and the intermediary agencies driving these deals in the past have scaled down headcount.


Put those together and the read for brands and agencies is that Roblox wants ad dollars flowing through self-serve formats rather than bespoke partnerships, and that the demand side hasn't caught up with the inventory.


Engagement: Rebuilding What Safety Took Away

Roblox devoted an early part of the keynote to chat, showing how it plans to make conversation livelier and easier across the platform rather than only inside a game. The reason it needs that work is because age verification and chat limitations reduced how much players talk to each other platform wide. While the platform has become safer as a result, engagement and user growth has slowed as a consequence. Roblox is now trying to win some of that engagement back within the constraints it built for itself.


Safety did not get its own keynote section this year. That's not because it stopped mattering. It's because it's now inside every product decision rather than sitting alongside them.


The other two announcements are also meant to boost engagement. Roblox announced offline play, which extends players' ability to keep playing.


Roblox Moments, the platform's video feed, keeps players inside the app between sessions. Later this month, videos from a game's Experience Details Page will appear there, and in October players will be able to tap any avatar in the feed to buy the items shown. In the coming months, games made with Build will be playable right in the Moments tab, so you could watch a clip, buy the outfit, and start playing without leaving the feed. Jamming video and gaming together in one feed is strange on its face, but it makes sense if what you need is time spent that doesn't depend on players talking to each other.


On Roblox, Live Ops Is The Business

The most consistent thing I heard all week was the importance of Live Ops, keeping a game updated with new content. A financial services professional whose client base is roughly half UGC developers told me his successful clients make all of their money from live ops. An acquirer who takes stakes in Roblox games and improves them described his entire value-add as live ops and analytics, and had taken a top-100 title to a 4x increase in average revenue per daily active user. A developer working on the top game on the platform told me the team is five people shipping updates every week.


A financier, an operator, and a practitioner, arriving independently at the same conclusion. The unit of value on Roblox isn't the game. It's the operating team. That is what professionalization actually means here, and it's what separates the top tier from everyone else.


Industry Events I Hosted At RDC

For the second year running I organized a Roblox industry mixer. It drew 240 attendees, 59% more than last year, which works out to roughly 8% of everyone at the conference.



In addition, I hosted a private invite-only lunch for 30 developers and brands, where attendees engaged in deeper conversations with a curated set of peers. Thanks to the sponsors who made these events possible: Wonder Works Studio, Play3 AI, ESG Law, and Markowitz Herbold.



What This Adds Up To

What Roblox showed at RDC 2026 is a company building for people who take game development seriously as a business. Professional payouts, professional distribution, professional audiences. If you still believe Roblox is just a platform for kids, your view is out of date. The chart they put on screen is the clearest signal of the audience they are going after and the developers they're recruiting to make the appropriate content.


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Stephen Dypiangco is one the world’s leading experts on the topic of Roblox and brands. He has advised global companies on their Roblox strategies, including BBC Studios, Paramount, and Takara Tomy. 


With 120+ articles published about Roblox and a following of over 14,000 across LinkedIn and his industry leading Max Power Gaming newsletter, he is widely regarded by gaming industry executives and investors as a trusted resource.


Stephen is building the premiere network of Roblox professionals to help this emerging sector connect and scale through his unique blend of relevant content and community events.




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