Unlock How Top Roblox Games Actually Perform
- 6 days ago
- 6 min read

By Stephen Dypiangco
SPONSORED BY GAMEANALYTICS
If you like data the way I like data, GameAnalytics just released something worth your time. Their 2026 Roblox report pulls gameplay data from over 500 established titles and turns it into benchmarks for retention, revenue, and session behavior. I have worked with this report for the past couple of years, and this year I want to do something different with it: show you how I would actually use it.
Here is the problem it solves. As a Roblox developer, you mostly see your own game. Your own retention curve, your own revenue, plus whatever benchmarks Roblox shows you inside Roblox Analytics. That is a narrow view. It tells you how you are doing against yourself and a comparison set you did not pick. It does not tell you what the games winning right now are doing under the hood.
This report lets you look up from your own game and see the whole field. And it is a field definitely worth studying. Every game in the sample cleared at least 1 million monthly active users. These are games that have already drawn a real audience, worked with the algorithm, and gotten discovered. That last part is critical. Getting picked up by the algorithm is the difference between a game people play and a game nobody sees, and it is what every Roblox developer is chasing.
That matters more than usual right now. Following a June update to the Recommended For You algorithm that started rewarding long-term retention, Roblox's Chief Growth Officer posted new discovery guidance on August 6. Roblox is testing an update to Home recommendations that rewards two things together: long-term retention and sustainable monetization. The sequence is clear. Retention comes first. If your game keeps players around, thoughtful monetization then earns you more Home impressions. What if you have weak retention? Fix the game before anything else. Games strong in only one area still get recommended, but games strong in both are positioned for broader reach.
So retention and monetization are the two levers Roblox is leaning on, which is why these benchmarks are worth studying. But here is where most people stop short, and where the real opportunity is.
How to Actually Use This Report to Triangulate Roblox Success
A benchmark on its own is just a number. It gets powerful when you combine it with what you can already see for free.
Open the Charts tab in the Roblox app (adjust settings to All Devices and Worldwide). The Top Earning section shows you the games pulling in the most revenue. Top Revisited shows you the games players keep coming back to. Roblox is handing you a list of who is winning on the exact two axes its algorithm now rewards. The catch: those charts only show CCU and lifetime visits. They tell you who is winning, not how. That is the piece GameAnalytics fills in.
Here is what to do. The report tells you a top-tier game's paying users spend around $55 each. You open Top Earning and see RIVALS and Blox Fruits at the top worldwide. You cannot know their exact numbers, but it is a safe bet they live near the top of that revenue distribution. So instead of asking "what number am I supposed to hit," you get to ask better questions: how is RIVALS actually doing that? What is it selling? How are its passes tiered? The leaderboard stops being a scoreboard and becomes a powerful study guide.
Make the same move with retention. Open Top Revisited and read it critically. Right now the games clearing 10,000-plus concurrent players are Jujitsu Shenanigans and Fisch. The rest of that chart sits at much lower concurrency, which makes them noisier to learn from. Focus on the ones at real scale, then use the GameAnalytics report's D30 benchmarks to understand how strong "revisited" actually has to be.
You can layer in more. Public trackers like RoMonitor Stats give you concurrency history and trend lines. Stack it together, the charts for who, the trackers for trajectory, and GameAnalytics for the actual economics, and you can triangulate what a breakout game looks like from the inside.This data is the missing piece that makes everything else you can already see legible.
Now here are the three benchmarks I would use this method with first.
Retention: Watch D30
The GameAnalytics report breaks retention into D1, D7, and D30. All three are useful, but D30 is the one I would study hardest, because it is the closest proxy to the D28 window Roblox is now emphasizing in discovery.

The shape of the results is intuitive. D1 is highest, because getting someone back the next day is the easy version of the problem. D7 is lower, and D30 lower still. What jumps out is how steep the drop-off gets. By the middle of the pack, D7 and D30 are both under 1 percent. That is not broken games. That is what retention looks like on a platform where players choose between millions of free, one-click experiences.
The top of the distribution is where it gets motivating. The p90, p95, and p99 games post genuinely strong retention, the kind of numbers that give you something concrete to aim at. Pair that with Top Revisited and you can put names to those tiers.
Revenue: Monetization Is Wildly Concentrated

Revenue is what most developers are ultimately building toward, and it is where the distribution gets most lopsided. What jumps out is how concentrated monetization is. A small number of games monetize at a completely different scale from everyone else, with the best posting average revenue per paying user many times higher than games just below them. Scale alone does not get you there. Reaching 1 million monthly active users does not translate into top-tier per-payer spend for most games. Only a handful of true blockbusters reach that tier.
This is where the retention-then-monetization order lands. Those top earners did not get there by monetizing an audience they had not earned. They retained players first, built something worth spending on, and the spend followed. That's exactly the sequence Roblox is now baking into discovery.
Sessions per Day: the Return Nobody Talks About

The last benchmark I suggest studying is average daily session count per game, because it captures an overlooked behavior. This doesn’t show how long a session lasts, but rather how many separate times a player returns to the same game in a day. At the top, the best games pull players back around eight times a day, a wild number when you think about it. But the part I want solid developers to notice is lower down: even middle-of-the-pack games get players back at least twice a day. That return is a real, designable thing, and a more attainable lever than chasing outliers. Daily quests, timers, and rotating rewards are how you earn that second and third visit.
Read the Full Report
This is only the game-level benchmark side of the GameAnalytics report, and I left plenty of interesting data out. The full report goes deeper into the game benchmarks and into platform-wide player behavior: how much time players actually give Roblox in a day, how much of their money is realistically up for grabs, and how that attention is distributed. That is also where the real spending story lives: a small share of players do most of the paying. That player-level picture is eye-opening, and it reframes a lot of what the game-level numbers mean.
Go read it, then open the Charts tab and start triangulating. That combination is how you turn other people's success into something you can learn from.
This post is sponsored by GameAnalytics. All analysis and opinions are my own.
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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