EX-99.1 2 ex991-q12026earningsshar.htm EX-99.1 ex991-q12026earningsshar
Exhibit 99.1


 
​1Q26 Highlights​ ​First Quarter 2026 Financial and Operational Highlights​


 
​To Our Shareholders:​ ​We continue to make progress towards our ambitious target of capturing 10% of the global gaming​ ​content market and an even greater share of the U.S. market. In Q1 2026, revenue grew 39%​ ​year-over-year to $1.4 billion and bookings grew 43% year-over-year to $1.7 billion. We generated​ ​$629 million in operating cash flow, up 42% year-over-year, and $596 million in free cash flow, up​ ​40% year-over-year.​ ​This performance was driven by a combination of strong user and engagement growth as well as​ ​improvements in monetization across all regions. Average daily active users (DAUs) grew by nearly​ ​34 million from Q1 2025 to Q1 2026, up 35% to 132 million. Hours engaged (Hours) increased 43%​ ​year-over-year to 31 billion. As expected, DAU and bookings growth decelerated from the outsized​ ​gains we experienced in 2025 and the platform ban in Russia, which went into effect in December​ ​2025. We believe growth was also tempered by greater-than-expected headwinds from our​ ​age-check roll out, which restricted on-platform communication for non-age checked users,​ ​diluted communication for age-checked users, and slowed new user acquisition.​ ​We are committed to setting the Global Standard for healthy, safe, and age-appropriate digital​ ​engagement — this is core to our vision to connect 1 billion users with optimism and civility. We​ ​believe the long-term benefits of this are innumerable. Over the next few quarters, in addition to​ ​checking user age, we will implement additional improvements designed to facilitate​ ​age-appropriate access to content and product features. While our aggressive push to enhance​ ​safety lowers our expectations for topline growth in 2026, it makes our platform fundamentally​ ​better and amplifies the long-term growth potential of Roblox through more effective content​ ​targeting, tailored communication experiences, and improved community sentiment.​ ​In addition to the major steps we’re taking with respect to platform safety, we are also making​ ​significant advances in the other key growth levers we outlined last quarter in support of our plan​ ​to deliver 20%+ annualized topline growth and margin expansion over the long term. We are now​ ​publicly sharing our vision for a new foundation for creation and play code-named “Roblox Reality”​ ​that combines hyperscale multiplayer gaming with photo-realism. With respect to novel game​ ​expansion, we are executing several important initiatives that we expect will grow our 18 and over​ ​(O18) audience and content portfolio. And, we are launching platform enhancements across​ ​communication, recommendations, subscriptions, and marketplace that will continue to strengthen​ ​the Roblox flywheel. This quarter’s letter includes an update on all four of these growth levers as​ ​well as a review of our Q1 results and expectations for the remainder of 2026.​ ​2​


 
​Novel Game Expansion​ ​We are aggressively moving to capture the untapped opportunity to expand our O18 user base, the​ ​largest segment of the traditional gaming market. As of Q1, O18 users represent 26% of DAUs who​ ​have age-checked.​​1​ ​In the U.S., DAUs and Hours for the O18 user cohort both grew 40%​ ​year-over-year and within that, our 18-34 cohort grew over 50%, faster than any other cohort.​​2​ ​Additionally, in the U.S., O18 users on Roblox monetize over 50% higher than our under 18 (U18)​ ​users.​​2​ ​In pursuit of this opportunity, we are investing to reward the creation of “novel” games and​ ​to ensure these games can successfully build an audience on Roblox. Novel games expand into​ ​new genres, use different game play mechanics, and have a different look and feel than classic​ ​Roblox games.​ ​Targeted Increase in DevEx Rate.​​Today, we are announcing an increase in our Developer​ ​Exchange (DevEx) rate designed to further reward creation of novel games. Starting June​ ​8th, we will be increasing the creators’ effective earnings for in-game spend generated by​ ​age-checked O18 users in the U.S. to 37.8% from 26.6%.​​3​ ​To qualify for the higher rate,​ ​games must utilize our R15 avatar framework. R15 avatars upgrade Roblox characters with​ ​up to 132-joint skeletons, unlocking lifelike avatar animation, expressive character systems,​ ​and support for modern features like layered clothing and facial animation.​ ​Creator Programs.​​We have announced several other​​programs​​to support creators with novel​ ​game creation, including expansion into new genres, gameplay mechanics, and visual styles.​ ​●​ ​Roblox Jumpstart​​is a continuous program designed to help​​new-to-Roblox creators​​learn​ ​the platform and experienced creators explore the process of novel game creation.​ ​●​ ​Roblox Incubator​​is a six-month, milestone-driven program designed to help​​experienced​ ​teams​​turn novel game concepts into polished, scalable,​​and commercially successful​ ​games.​ ​In these programs, Roblox provides hands-on mentorship and on and off-platform user acquisition​ ​support. The initial response to these initiatives has been strong with over 8,000 applications in​ ​two months since launch, including some impressive prototypes. You can see a couple of​ ​examples of these prototypes here:​​Starforged Realms​​and​​Octane​​. We are also investing in and​ ​supporting novel games that are already on Roblox or are currently in development through our​ ​3​ ​Illustrative, assuming 30% Robux platform fee for in-game item sales and our average selling price for​ ​Robux in FY 2025 of $0.01 per Robux.​ ​2​​See “Special Note Regarding Age-Check” for additional details.​ ​1​ ​As of the seven days ended March 31, 2026, 36% of​​users who have age-checked are under 13, 38% are​ ​between the ages of 13 and 17, and 26% are O18.​ ​3​


 
​White Glove Service. We have teams dedicated to scouting for promising early-stage games and​ ​partnering with creators to increase engagement, improve retention, and optimize monetization​ ​design.​ ​Studio Partnerships.​​This quarter we began working with several well-known game studios to​ ​bring reimagined versions of beloved PC/mobile games to Roblox. Similar to the work we’re doing​ ​with Jumpstart and Incubator, we are partnering with these studios to support game design,​ ​development, and co-investing with them to seed the user acquisition flywheel. We will share more​ ​detail about the specific games in development over the next few quarters as we get closer to​ ​launch. We are excited about these studio partnerships because they represent incredibly familiar​ ​IP, loyal fanbases, and deep gameplay tailored for older users. In fact, the franchises in active​ ​development on Roblox have a total audience of over 150 million monthly players on other​ ​platforms. We are in active discussions with many more studios and publishers to bring even more​ ​large franchises to the Roblox platform.​ ​Novel Game Marketing.​​Novel games will also receive​​enhanced on-platform placement and​ ​off-platform marketing support. On platform, we are highlighting “​​Standout Games​​,” a curated​ ​selection of novel games handpicked by our team and given priority placement on the second row​ ​of the Roblox home screen, utilizing video previews to maximize visibility. In the future, we plan to​ ​offer fully personalized home screens that could provide an entirely different look and feel​ ​depending on user age. Off platform, we’re actively scanning for early signals of novel games that​ ​can benefit from promotion outside the Roblox ecosystem. As we identify these games, we can​ ​quickly and aggressively invest to build an O18 audience in a manner that offers compelling return​ ​on advertising spend (RoAS).​ ​Technology Advancements.​​In Q1, we delivered foundational upgrades to our engine, enabling​ ​higher realism and more advanced avatars, while retaining core scalability to run on any and all​ ​platforms. Creators can now author and upload textures in 4K for vibrant visuals. Avatars have​ ​been upgraded with advanced skeletal joints, a new animation system supporting smooth motion,​ ​and full creator control through our Luau scripting language. Using this, creators can now produce​ ​lifelike, physically simulated avatars. We've enhanced user identity by completing the rollout of​ ​Dynamic Heads and introducing Makeup, providing more options for avatar customization and​ ​expression. These upgrades have been accompanied by significant advances in the ease of avatar​ ​creation: 1-click import and continued investment in Avatar AI AutoSetup drastically reduce the​ ​friction of bringing external assets onto the platform. Beyond avatars, we've introduced Server​ ​Authority to enable fair competitive gameplay. All creators benefit from our continued rollout of​ ​world-class scaling technologies, including Instance Streaming, Mesh/Texture Streaming, and​ ​SLIM, which allow the same realistic world to run on both high-end PCs and low-end mobile​ ​4​


 
​devices. Across the board, these updates remove technical barriers and empower creators to build​ ​the visually immersive worlds that resonate with O18 users.​ ​The Future of AI-Powered, Photorealistic Multiplayer Gaming​ ​In our labs, Roblox is undertaking its most ambitious technical initiative, code-named “​​Roblox​ ​Reality​​.”​​Roblox Reality represents a major step in​​democratizing creation, allowing any creator to​ ​build photorealistic games which can be played on high-end PCs and low-end mobile devices. By​ ​leveraging the Roblox Game Engine and Video Model – this quality can be achieved in a fraction of​ ​the time and cost traditionally required to create high-fidelity graphics.​ ​Roblox Reality is a hybrid architecture blending the capabilities of the Roblox Cloud and Game​ ​Engine, with the photorealism of Video World Models. We are defining a new technical frontier that​ ​converges photorealism, hyperscale multiplayer, and human-like NPCs (Non-Player Characters)​ ​into a single, unified reality that Roblox is uniquely positioned to build and run​​on our global​ ​edge-computing i​​nfrastructure. Core world state will​​be durably and efficiently stored on the​ ​server to provide consistency across clients and support using cost and space efficient storage.​ ​Multiplayer gameplay will be supported via strong server authority for fairness. Photorealism will​ ​be achieved through edge compute, leveraging rendered video and rich data model context to​ ​produce a photorealistic video stream. It will empower creators to construct interactive​ ​environments where high-fidelity visuals and autonomous motion coexist without compromise.​ ​We operate over 400 AI models running over 1.5 million inferences per second across on-premise​ ​and public cloud GPUs. These systems power AI models ranging from coding assistants and​ ​discovery recommendations to communications safety, marketplace recommendations, and 3D​ ​object creation. With continued investments in foundation models, including Video Super​ ​Upsampler, 4D generation, NPC behavior, and Coding Assistance, this architecture will empower​ ​creators of all sizes to author and maintain interactive worlds that blend unprecedented visual​ ​fidelity and motion on top of traditional persistence and structure.​ ​Accelerating Content Creation.​​Over the last several months, we have seen a dramatic increase in​ ​the use of AI by our top creators, translating into richer content coming to market more quickly.​ ​Today, nearly half of the Top 1,000 creators on Roblox leverage​​Studio Assistant or Model Context​ ​Protocol (MCP)​​to compress development timelines. These technologies are being used by​ ​creators for a wide range of tasks, from light coding assistance to fully vibe-coded content.​ ​These changes are being driven by a transformation of Roblox Studio into a fully AI-native​ ​environment supporting agentic creation. This month we launched a new Planning Mode in Studio,​ ​5​


 
​which allows a creator to engage in a focused conversation with Assistant about the design,​ ​implementation, and test plan of new features. As alignment is reached, Assistant executes the​ ​plan, launching a suite of agents to fully implement and test complex features with minimal​ ​additional creator input.​ ​In addition to Planning Mode, we introduced new mesh and procedural model generation​ ​capabilities, allowing creators or agents to build richer worlds, and NPC testing agents that can​ ​navigate complex 3D worlds to execute gameplay actions. These NPC testing agents are part of a​ ​larger effort to craft a foundational model for NPCs which can be used for both testing and​ ​creating richer game experiences.​ ​Creating a Global Platform for All Ages: Safety & Civility​ ​Roblox is committed to setting the Global Standard for healthy, safe, and age-appropriate digital​ ​engagement. As part of this commitment, we are taking measures that integrate three important​ ​ingredients: (1) proactively age-check to determine the age of users on our platform, (2) use age​ ​checks to gate content and feature access for age-appropriateness, and (3) tailor communications​ ​features based on user age. These measures, in addition to our industry-leading text filtering,​ ​real-time voice safety, and AI-powered moderation systems set a benchmark for digital safety, and​ ​serve as a reference within global regulatory debates aimed at making youth digital engagement​ ​safer. While these product enhancements will result in continued short-term headwinds to user​ ​acquisition and engagement, we believe they make Roblox a safer platform for the long term.​ ​Proactive Age Checks.​​Earlier this year, we began requiring users globally to complete an age​ ​check in order to use text or voice chat on the platform. Through the end of Q1, 51% of global​ ​DAUs have age-checked, though the rate is significantly higher in developed markets. For​ ​example, in the U.S. 65% of DAUs have age-checked. To date, age check adoption is lower in​ ​markets where parental consent is a local regulatory requirement to complete the facial age​ ​estimation process. In addition to facial age estimation, we have started to enhance age check​ ​technology by incorporating passive signals to further improve the accuracy and reliability of age​ ​checks, including historical play, social graphs and economic activity, to name a few. As we roll out​ ​age-based accounts, users who have not age-checked will default to a content-restricted account​ ​with chat disabled until they complete the age-check process.​ ​Safe Communication.​​Safe communication is fundamental​​to our vision of building a human​ ​co-experience platform. We do not allow sharing of images or video on Roblox and we limit chat​ ​between minors and adults. In Q1, we expanded our safety systems to include an AI-powered chat​ ​filtering system, which uses an LLM-based model to rewrite certain messages in real time into​ ​6​


 
​safer, more age-appropriate versions and better detects the sharing of or request for personally​ ​identifiable information. Since its rollout, we have seen a meaningful improvement in relevant​ ​safety metrics.​ ​Roblox Kids and Select Accounts.​​By early June, we expect to roll out​​Roblox Kids and Roblox​ ​Select​​accounts globally. These accounts are designed to simplify parental controls, by aligning​ ​age check information, content ratings and communication functionality with account types, to​ ​enable their child’s Roblox experience to be age-appropriate by default. For example:​ ​●​ ​Roblox Kids​​(ages 5-8) limits content to games with​​Minimal or Mild​​ratings; chat is​ ​disabled by default.​ ​●​ ​Roblox Select​​(ages 9–15) allows content rated up​​to​​Moderate​​; chat is on by default, but​ ​limited to Trusted Friends and users in a similar age group.​ ​●​ ​Roblox​​(ages 16+): At 16, users graduate to a standard​​Roblox account, with access to the​ ​full game library (except​​Restricted​​games which are​​limited to users 18 and older).​ ​We are implementing additional systems to increase the quality of games accessible from Roblox​ ​Kids and Roblox Select accounts: 1) Creators must be in good standing on the platform, complete​ ​an ID verification, and have an active Roblox Plus or Premium account, 2) games must complete a​ ​review period where gameplay from users 16 and over is used to evaluate suitability for younger​ ​users, and 3) games must have maturity ratings.​ ​Today, we match Roblox users to appropriate content using our maturity labeling system. Later this​ ​year, we will begin transitioning to the International​​Age Rating Coalition (IARC) framework​​, the​ ​globally recognized standard for assigning content ratings to digital games and apps. These​ ​region-specific ratings reflect local cultural norms and will help families identify age-appropriate​ ​content with trusted and familiar ratings.​ ​In addition to third-party content ratings, we are now using AI models to detect violative content in​ ​real time. In March, we released RM3, our real-time multimodal moderation system, which​ ​proactively detects and addresses violative content. RM3 contextually evaluates entire scenes —​ ​including avatars, text, emotes, and 3D objects — dramatically reducing the time it takes for​ ​violative content to be detected and addressed. Since launch, the RM3 system has shut down​ ​approximately 5,000 violating instances daily.​ ​Accelerating our Flywheel​ ​Our growth expectations in 2026 reflect a combination of organic trends and product updates that​ ​are expected to enhance engagement and monetization. These include:​ ​7​


 
​Content Recommendations.​​Our recommendation engine​​is a critical mechanism for matching​ ​users with the games they love, designed to prioritize games that support creation and​ ​collaborative play rather than the passive consumption typically seen on social media platforms.​ ​Over the past several years, improvements to the system have helped diversify content​ ​recommendations, improve user retention, and identify emerging content more efficiently. We are​ ​currently experimenting with new algorithmic approaches and homepage layouts which directly​ ​optimize for 28-day retention and beyond. We believe this approach is a better predictor of​ ​long-term retention and lifetime value, especially when the algorithm is tailored to specific user​ ​cohorts. During Q2, we will be running these experiments at scale and expect them to weigh on​ ​engagement and bookings while we optimize. However, early data validates the opportunity to​ ​significantly improve recommendations with certain test cohorts already yielding a noticeable​ ​improvement in long term retention proxy metrics.​ ​Communications Engagement.​​Engagement with Roblox communication features is fundamental​ ​to user engagement, retention, and content virality. Following our implementation of mandatory​ ​age checks to access text or voice chat in January, we see new opportunities to enhance​ ​communication and boost engagement utilizing higher confidence user age data. Global Chat will​ ​allow players across multiple servers in the same game to communicate in a single shared “room,”​ ​significantly increasing in-game chat density. Preset messages will enable all users to easily​ ​coordinate during gameplay. And, by integrating Party Chat directly into the in-game chat window,​ ​we are removing the need for users to leave an experience to coordinate with friends, driving​ ​higher party usage and retention during co-play sessions. Collectively, these improvements, paired​ ​with our incentives to age-check, are engineered to reignite on-platform communication and​ ​deepen user connection.​ ​Roblox Plus.​​Today, we are launching Roblox Plus, a revamped subscription offering designed to​ ​deepen retention and value for our most highly engaged users. For $4.99 a month, Plus provides​ ​users discounts on in-game and avatar items, free unlimited private servers, and exclusive​ ​privileges to transfer Robux and trade items. The discount structure increases after the second​ ​month, which we believe will incentivize long-term subscriber retention compared to our Premium​ ​subscription offering, which was primarily an allowance product that gave parents a frictionless​ ​way to enable recurring Robux allowances for their kids. Roblox funds the Plus discount, such that​ ​creators receive a higher effective earnings share on transactions from Plus subscribers. We​ ​believe this aligns creator economics with our goal of increasing subscriber penetration. While our​ ​initial Plus offering does not include a monthly Robux allowance, we plan to introduce Plus with​ ​8​


 
​allowance bundles in the coming weeks, and will be adding more features to Plus subscriptions in​ ​the coming months to make it a must-have add-on for all Roblox users.​ ​Advertising.​​We are excited by the long-term growth​​potential of advertising. Our offerings for​ ​native advertisers continue to expand. We recently launched 2x1 sponsored tiles delivering even​ ​more reach for brands and creators. As of the end of Q1, more than 60 of our top 100 creators​ ​based on spend are using our native Ads Manager. Rewarded Video has the right product-market​ ​fit and drives strong results for our advertisers. In the coming months we are releasing a new​ ​plugin template to make it easier for creators to incorporate rewarded video in their games and the​ ​ability for creators to optimize for either ROI or number of plays.​ ​Starting next month, our updated advertising policies and standards go into effect, creating a safer​ ​and more consistent platform for advertisers. Creators running independent brand integrations​ ​must register campaigns in our Ads Manager and migrate to native formats like Rewarded Video​ ​and immersive billboards. By standardizing ad labels and striving for age-appropriate and​ ​COPPA-compliant content, we are simplifying brand-creator partnerships and building a more​ ​scalable, durable advertising business.​ ​9​


 
​Key Metrics and Financials: Q1 2026​ ​Users & Engagement.​​DAUs grew 35% year-over-year to​​132 million and Hours grew 43%​ ​year-over-year to 31 billion. We saw a broadening of Roblox’s geographic footprint. DAUs outside​ ​of the U.S. and Canada grew 40% year-over-year, while DAUs in the U.S. and Canada grew 17%.​ ​Strong user growth and a growing library of games drove another quarter of strong engagement​ ​growth. Similar to user growth trends, Hours outside of the U.S. and Canada grew 50%, while​ ​Hours in the U.S. and Canada grew 21%. DAUs and Hours growth reflected expected deceleration​ ​from the outsized gains we experienced in 2025 and was also tempered by greater-than-expected​ ​headwinds from our age-check roll out which restricted on-platform communication and slowed​ ​new user acquisition as we progressed throughout the quarter. Additionally, the December 2025​ ​platform ban in Russia resulted in a sequential decline in DAUs and Hours.​ ​Content Diversity.​​The diversity of content on the​​platform in Q1 resulted in broadening​ ​engagement. The long tail of content showed strength: experiences outside the top 10 saw 43%​ ​growth in engagement year-over-year and 41% growth in Robux spending year-over-year,​ ​accounting for 65% of growth in Robux spend in the quarter.​ ​Monetization.​​Growth in DAUs and Hours drove solid​​revenue and bookings performance. Topline​ ​growth outpaced DAU growth reflecting a favorable shift in our user mix toward higher-monetizing​ ​demographics. Average monthly unique payers (MUPs) increased to 31 million, up 52% compared​ ​to a year ago. We saw strong payer growth in international markets and continued solid growth in​ ​the U.S. and Canada, up 19% year-over-year, on a larger payer base. Revenue grew 39%​ ​year-over-year to $1.4 billion and bookings grew 43% year-over-year to $1.7 billion​​4​​.​ ​4​ ​On a constant currency basis, revenue and bookings were up 38% year-over-year. Constant currency is calculated by​ ​converting our current period bookings and associated revenue generated from current period bookings into U.S. dollars​ ​using the comparative prior period’s monthly exchange rates for our non-USD currencies, rather than the actual average​ ​exchange rates in effect during the current period. By adjusting revenue and bookings for constant currency, we are able to​ ​provide a framework for assessing how our business performed excluding the effect of foreign currency rate fluctuations.​ ​10​


 
​Cost Components.​​Q1 results benefited from operating leverage in certain fixed and variable​ ​costs:​ ​As a % of Revenue​ ​As a % of Bookings​ ​Q1 2026​ ​Q1 2025​ ​bps​ ​Change​​(A)​ ​Q1 2026​ ​Q1 2025​ ​bps​ ​Change​​(A)​ ​Cost of Revenue​ ​20%​ ​22%​ ​(140)​ ​NM​​(B)​ ​NM​​(B)​ ​NM​​(B)​ ​Developer Exchange Fees​ ​29%​ ​27%​ ​210​ ​24%​ ​23%​ ​110​ ​Certain Infrastructure and Trust & Safety​ ​Expense​ ​14%​ ​13%​ ​70​ ​11%​ ​11%​ ​30​ ​Personnel Costs excl. Stock-Based​ ​Compensation Expense​ ​20%​ ​23%​ ​(290)​ ​17%​ ​20%​ ​(300)​ ​(A)​ ​Change is calculated using precise figures and may not sum based on the rounded percentages presented.​ ​(B)​ ​Cost of revenue as a percentage of bookings is not meaningful as the vast majority of these costs are deferred​ ​and will be recognized over the estimated average lifetime of a paying user, which was 27 months for both Q1​ ​2026 and Q1 2025.​ ​●​ ​Cost of revenue grew 31% year-over-year, totaling $294 million. In Q1 2026, the share of​ ​bookings from lower-cost platforms grew relative to the prior year, resulting in lower​ ​payment processing fees as a percentage of bookings.​ ​●​ ​Developer Exchange (DevEx) fees grew 50% year-over-year, totaling $423 million. The​ ​growth in DevEx fees reflected the increase to creator earnings we announced on​ ​September 5, 2025.​ ​●​ ​Certain Infrastructure and Trust & Safety expenses grew 47% year-over-year, totaling $197​ ​million. The growth was primarily driven by third-party cloud infrastructure expenses​ ​incurred to support increased traffic and engagement during the quarter.​ ​●​ ​Personnel costs exclusive of stock-based compensation expenses grew 22%, totaling​ ​$290 million, driven by an increase in headcount compared to the same period a year ago.​ ​Consolidated net loss & Adjusted EBITDA.​​Consolidated​​net loss was $248 million, compared to​ ​$216 million in Q1 2025. Adjusted EBITDA was $99 million, compared to $58 million in Q1 2025.​ ​Adjusted EBITDA excludes adjustments for an increase in deferred revenue of $299 million and an​ ​increase in deferred cost of revenue of $32 million, or a total change in net deferrals of $267​ ​million in Q1 2026 compared to a total change in net deferrals of $147 million in Q1 2025.​ ​In Q1 2026, we entered into settlement agreements with certain states and are in negotiations with​ ​additional states regarding youth-related consumer protection and digital safety matters. We have​ ​accrued $57 million of expense associated with these settlements and/or settlement proposals in​ ​the quarter, which considers developments through April 30, 2026, and payments structured over​ ​multiple years. Certain elements of the settlements and/or settlement proposals have not been​ ​accrued as of March 31, 2026. These include commitments for public service campaigns,​ ​11​


 
​headcount for law enforcement liaisons, and costs associated with implementing certain Platform​ ​and policy changes, which will be expensed as incurred.​ ​Cash Flow.​​Operating cash flow was $629 million in​​Q1 2026 compared to $444 million in Q1 2025,​ ​and free cash flow totaled $596 million in Q1 2026 compared to $427 million in Q1 2025. As a​ ​reminder, operating and free cash flow in Q1 2025 benefited from the delay of a $30 million payout​ ​to a creator that was subsequently paid in Q2 2025. Total cash, cash equivalents, and investments​ ​was $6.2 billion as of March 31, 2026, an increase of $1.7 billion compared to the previous year’s​ ​balance.​ ​GAAP Accounting & Profitability.​​For GAAP accounting,​​the vast majority of the Q1 bookings and​ ​associated payment processing fees are deferred and will be recognized as revenue and cost of​ ​revenue, respectively, over the estimated average lifetime of a paying user, which was 27 months​ ​during Q1 2026. Meanwhile, our other operating costs, which include DevEx fees, personnel costs,​ ​and certain infrastructure and trust & safety expenses, are recognized during the period.​ ​Share Count.​​Our fully diluted share count was 749​​million shares as of March 31, 2026, an​ ​increase of 2% compared to the previous year. Equity is an important part of hiring and retaining​ ​exceptional people and we will continue to strike a balance between dilution and the key value​ ​drivers in our business, namely bookings and free cash flow growth.​ ​Guidance​ ​We are updating our full-year 2026 outlook to account for a continuation of the safety headwinds​ ​we have experienced to date. We now expect full-year revenue growth to be in the range of 20%​ ​to 25%, and bookings growth to be in the range of 8% to 12%. Our updated margin expectations​ ​reflect the reduction to the topline combined with our commitment to continue making long-term​ ​investments in the business. We now expect operating cash flow to be in the range of $1.6 billion​ ​to $1.7 billion and free cash flow to be in the range of $1.1 billion to $1.3 billion. Our capital​ ​expenditures expectations remain unchanged.​ ​For Q2 2026, we expect revenue growth to be in the range of 29% to 34% and bookings growth to​ ​be in the range of 8% to 12%. We expect a sequential decline in DAUs, reflecting the deceleration​ ​we observed in Q1 and thus far in Q2. We expect operating cash flow and free cash flow to be in​ ​the range of $260 million to $275 million and $230 million to $245 million, respectively. As a​ ​reminder, Q2 2025 operating and free cash flow were negatively impacted by a $30 million​ ​payment to a creator that was delayed from Q1 2025.​ ​12​


 
​Despite these near term adjustments, our conviction in the long-term growth opportunity for​ ​Roblox remains unchanged. We are focused on delivering 20%+ annualized topline growth and​ ​margin expansion, inclusive of DevEx increases. As we’ve noted before, the trajectory of this​ ​growth will be non-linear due to the inherent unpredictability of creator innovation and the timing​ ​of investment necessary to scale. We remain bullish that the foundations we are laying today will​ ​deliver long-term growth and shareholder value creation.​ ​Guidance​ ​Updated Guidance​ ​Q2 2026​ ​Full Year 2026​ ​($ in millions)​ ​Low​ ​High​ ​Low​ ​High​ ​Revenue​​(A)​ ​$1,390​ ​$1,450​ ​$5,865​ ​$6,135​ ​YoY %​ ​29%​ ​34%​ ​20%​ ​25%​ ​Bookings​​(A)​ ​$1,550​ ​$1,610​ ​$7,330​ ​$7,600​ ​YoY %​ ​8%​ ​12%​ ​8%​ ​12%​ ​Consolidated net loss​​(B)​ ​$(257)​ ​$(242)​ ​$(1,175)​ ​$(1,035)​ ​Adjusted EBITDA​ ​$68​ ​$83​ ​$185​ ​$325​ ​Total net increase in deferred revenue and​ ​deferred cost of revenue​ ​$162​ ​$162​ ​$1,305​ ​$1,305​ ​Net cash and cash equivalents provided by​ ​operating activities​ ​$260​ ​$275​ ​$1,570​ ​$1,745​ ​Capital expenditures and purchases of​ ​intangible assets​ ​$(30)​ ​$(30)​ ​$(520)​ ​$(470)​ ​Free cash flow​​(A)​ ​$230​ ​$245​ ​$1,050​ ​$1,275​ ​YoY %​ ​30%​ ​38%​ ​(22)%​ ​(6)%​ ​(A)​ ​The reconciliations from revenue to bookings, consolidated net loss to Adjusted EBITDA, and operating cash flow​ ​to free cash flow are provided in the following section GAAP to Non-GAAP Reconciliations. Our revenue guidance​ ​assumes that there are no material changes in estimates used in revenue recognition, such as the estimated​ ​consumable/durable allocation of virtual goods purchased on the platform and the estimated average lifetime of a​ ​paying user.​ ​(B)​ ​Consolidated net loss guidance excludes loss contingency accruals, given the inherent uncertainty in estimates of​ ​future probability and/or range of loss based on the facts and circumstances that exist as of April 30, 2026.​ ​13​


 
​Roblox Corporation​​Unaudited Financial Statements​ ​ROBLOX CORPORATION CONDENSED CONSOLIDATED BALANCE SHEETS​ ​Unaudited (in millions)​ ​As of​ ​March 31, 2026​ ​December 31, 2025​ ​Assets​ ​Current assets:​ ​Cash and cash equivalents​ ​$ 1,188​ ​$ 1,205​ ​Short-term investments​ ​2,011​ ​1,850​ ​Accounts receivable—net of allowances​ ​538​ ​901​ ​Prepaid expenses and other current assets​ ​138​ ​109​ ​Deferred cost of revenue, current portion​ ​867​ ​833​ ​Total current assets​ ​4,742​ ​4,898​ ​Long-term investments​ ​2,966​ ​2,493​ ​Property and equipment—net​ ​849​ ​885​ ​Operating lease right-of-use assets​ ​639​ ​651​ ​Deferred cost of revenue, long-term​ ​446​ ​448​ ​Intangible assets, net​ ​17​ ​18​ ​Goodwill​ ​142​ ​143​ ​Other assets​ ​26​ ​21​ ​Total assets​ ​$ 9,827​ ​$ 9,557​ ​Liabilities and Stockholders’ equity​ ​Current liabilities:​ ​Accounts payable​ ​$ 24​ ​$ 65​ ​Accrued expenses and other current liabilities​ ​435​ ​396​ ​Developer exchange liability​ ​424​ ​496​ ​Deferred revenue—current portion​ ​4,425​ ​4,169​ ​Total current liabilities​ ​5,308​ ​5,126​ ​Deferred revenue—net of current portion​ ​2,380​ ​2,337​ ​Operating lease liabilities​ ​625​ ​643​ ​Long-term debt, net​ ​1,008​ ​993​ ​Other long-term liabilities​ ​95​ ​83​ ​Total liabilities​ ​9,416​ ​9,182​ ​Stockholders' equity:​ ​Common stock​ ​—*​ ​—*​ ​Additional paid-in capital​ ​5,744​ ​5,438​ ​Accumulated other comprehensive income/(loss)​ ​(5)​ ​17​ ​Accumulated deficit​ ​(5,307)​ ​(5,061)​ ​Total Roblox Corporation stockholders' equity​ ​432​ ​394​ ​Noncontrolling interest​ ​(21)​ ​(19)​ ​Total stockholders' equity​ ​411​ ​375​ ​Total liabilities and stockholders' equity​ ​$ 9,827​ ​$ 9,557​ ​* Amounts round to zero.​ ​14​


 
​ROBLOX CORPORATION CONDENSED CONSOLIDATED STATEMENTS OF OPERATIONS​ ​Unaudited (in millions, except number of shares which are in thousands, and per share amounts)​ ​Three Months Ended March 31,​ ​2026​ ​2025​ ​Revenue​ ​$ 1,442​ ​$ 1,035​ ​Cost and expenses:​ ​Cost of revenue​​(1)​ ​294​ ​225​ ​Developer exchange fees​ ​423​ ​282​ ​Infrastructure and trust & safety​ ​324​ ​242​ ​Research and development​ ​422​ ​374​ ​General and administrative​ ​209​ ​119​ ​Sales and marketing​ ​64​ ​48​ ​Total cost and expenses​ ​1,736​ ​1,290​ ​Loss from operations​ ​(294)​ ​(255)​ ​Interest income​ ​55​ ​46​ ​Interest expense​ ​(10)​ ​(10)​ ​Other income/(expense), net​ ​2​ ​4​ ​Loss before income taxes​ ​(247)​ ​(215)​ ​Provision for/(benefit from) income taxes​ ​1​ ​1​ ​Consolidated net loss​ ​(248)​ ​(216)​ ​Net loss attributable to noncontrolling interest​ ​(2)​ ​(1)​ ​Net loss attributable to common stockholders​ ​$ (246)​ ​$ (215)​ ​Net loss per share attributable to common stockholders, basic and diluted​ ​$ (0.35)​ ​$ (0.32)​ ​Weighted-average shares used in computing net loss per share attributable to common​ ​stockholders–basic and diluted​ ​711,697​ ​671,657​ ​(1)​ ​Depreciation of servers and infrastructure equipment included in infrastructure and trust & safety.​ ​15​


 
​ROBLOX CORPORATION CONDENSED CONSOLIDATED STATEMENTS OF CASH FLOWS​ ​Unaudited (in millions)​ ​Three Months Ended​ ​March 31,​ ​2026​ ​2025​ ​Cash flows from operating activities:​ ​Consolidated net loss​ ​$ (248)​ ​$ (216)​ ​Adjustments to reconcile consolidated net loss to net cash and cash equivalents provided by​ ​operating activities:​ ​Depreciation and amortization expense​ ​61​ ​54​ ​Stock-based compensation expense​ ​275​ ​259​ ​Operating lease non-cash expense​ ​32​ ​30​ ​Accretion on marketable securities, net​ ​(12)​ ​(19)​ ​Other adjustments​ ​(8)​ ​—​ ​Changes in operating assets and liabilities, net of effect of acquisitions:​ ​Accounts receivable​ ​366​ ​210​ ​Prepaid expenses and other current assets​ ​(27)​ ​(12)​ ​Deferred cost of revenue​ ​(32)​ ​(30)​ ​Other assets​ ​(5)​ ​(5)​ ​Accounts payable​ ​(34)​ ​18​ ​Accrued expenses and other current liabilities​ ​53​ ​(5)​ ​Developer exchange liability​ ​(72)​ ​7​ ​Deferred revenue​ ​302​ ​175​ ​Operating lease liabilities​ ​(35)​ ​(25)​ ​Other long-term liabilities​ ​13​ ​3​ ​Net cash and cash equivalents provided by operating activities​ ​629​ ​444​ ​Cash flows from investing activities:​ ​Acquisition of property and equipment​ ​(33)​ ​(17)​ ​Purchases of investments​ ​(2,017)​ ​(1,170)​ ​Maturities of investments​ ​1,080​ ​1,000​ ​Sales of investments​ ​293​ ​152​ ​Other investing activities​ ​2​ ​—​ ​Net cash and cash equivalents used in investing activities​ ​(675)​ ​(35)​ ​Cash flows from financing activities:​ ​Proceeds from issuance of common stock​ ​31​ ​37​ ​Net cash and cash equivalents provided by financing activities​ ​31​ ​37​ ​Effect of exchange rate changes on cash and cash equivalents​ ​(2)​ ​1​ ​Net increase/(decrease) in cash and cash equivalents​ ​(17)​ ​447​ ​Cash and cash equivalents​ ​Beginning of period​ ​1,205​ ​712​ ​End of period​ ​$ 1,188​ ​$ 1,159​ ​16​


 
​Forward-Looking Statements​ ​This letter and the live webcast and Q&A session which will be held at 1:30 p.m. Pacific Time/4:30​ ​p.m. Eastern Time on Thursday, April 30, 2026 contain “forward-looking statements” within the​ ​meaning of the “safe harbor” provisions of the Private Securities Litigation Reform Act of 1995,​ ​including but not limited to, statements regarding our vision to connect one billion users with​ ​optimism and civility, our vision to reach 10% of the global gaming content market, our efforts to​ ​improve the Roblox Platform, our trust and safety efforts, including our efforts to expand​ ​age-checking of​​users, our goal to drive the percent​​of users that have age-checked up, and our​ ​efforts related to Roblox Kids and Roblox Select,​​our investments in AI-powered initiatives,​ ​including Roblox Reality and RM3, our efforts related to novel games, including financial incentives,​ ​personalized home screens, Roblox Jumpstart, and Roblox Incubator, our efforts to improve​ ​creator economics, our partnership efforts, our efforts to improve recommendations and​ ​communication engagement on platform, including through Party Chat and Trusted Friends, our​ ​efforts related to Roblox Plus, our efforts toward advertising on the platform, our efforts regarding​ ​user acquisition and retention, our recent and anticipated product launches,​​our business, product,​ ​strategy, and user growth, our investment strategy, including opportunities for and expectations of​ ​improvements in financial and operating metrics, including operating leverage, margin, free cash​ ​flow, operating expenses, and capital expenditures, our expectation of successfully executing​ ​such strategies and plans, our expectations of future net losses and net cash and cash equivalents​ ​provided by operating activities, statements by our Chief Executive Officer and Chief Financial​ ​Officer, and our outlook and guidance for the second quarter and full year 2026. These​ ​forward-looking statements are made as of the date they were first issued and were based on​ ​current plans, expectations, estimates, forecasts, and projections as well as the beliefs and​ ​assumptions of management. Words such as “expect,” “vision,” “envision,” “evolving,” “drive,”​ ​“anticipate,” “intend,” “maintain,” “should,” “believe,” “continue,” “plan,” “goal,” “opportunity,”​ ​“estimate,” “predict,” “may,” “will,” “could,”​​“hope,”​​“target,” “project,” “potential,” “might,” “shall,”​ ​“contemplate,”​​“would,” and “initiative” and variations​​of these terms or the negative of these terms​ ​and similar expressions are intended to identify these forward-looking statements.​ ​Forward-looking statements are subject to a number of risks and uncertainties, many of which​ ​involve factors or circumstances that are beyond our control. Our actual results could differ​ ​materially from those stated or implied in forward-looking statements due to a number of factors,​ ​including but not limited to risks detailed in our filings with the Securities and Exchange​ ​Commission (the “SEC”), including our annual reports on Form 10-K, our quarterly reports on Form​ ​10-Q, and other filings and reports we make with the SEC from time to time. In particular, the​ ​following factors, among others, could cause results to differ materially from those expressed or​ ​implied by such forward-looking statements: our ability to successfully execute our business and​ ​growth strategy; the sufficiency of our cash and cash equivalents and investments to meet our​ ​liquidity needs, including the repayment of our senior notes; the demand for our platform in​ ​general; our ability to sustain virality of games on our platform; the seasonality of our business and​ ​the impact of viral games; our ability to retain and increase our number of users and creators,​ ​while adequately scaling our infrastructure as engagement increases; changes in the average​ ​lifetime of a paying user; the impact of inflation, tariffs, and global economic conditions on our​ ​operations; the impact of changing legal and regulatory requirements on our business; our ability​ ​to develop enhancements to our platform, and bring them to market in a timely manner; our ability​ ​to develop and protect our brand; any misuse of user data or other undesirable activity by third​ ​parties on our platform; our ability to maintain the security and availability of our platform; our​ ​17​


 
​ability to detect and minimize unauthorized use of our platform; the impact of our trust and safety​ ​efforts on our ability to attract and retain users and creators; and the impact of AI on our platform,​ ​users, and creators. Additional information regarding these and other risks and uncertainties that​ ​could cause actual results to differ materially from our expectations is included in the reports we​ ​have filed or will file with the SEC, including our annual reports on Form 10-K and our quarterly​ ​reports on Form 10-Q.​ ​The forward-looking statements included in this letter represent our views as of the date of this​ ​letter. We anticipate that subsequent events and developments will cause our views to change.​ ​However, we undertake no intention or obligation to update or revise any forward-looking​ ​statements, whether as a result of new information, future events or otherwise. These​ ​forward-looking statements should not be relied upon as representing our views as of any date​ ​subsequent to the date of this letter.​ ​Special Note Regarding Operating Metrics​ ​Additional information regarding our core financial and operating metrics disclosed above is​ ​included in the reports we have filed or will file with the SEC, including our annual reports on Form​ ​10-K and our quarterly reports on Form 10-Q and our supplemental materials, available at​ ​ir.roblox.com. We encourage investors and others to review these materials in their entirety.​ ​Special Note Regarding Age-Check​ ​In the first quarter of 2026 we transitioned from self-reported age data to ‘age-checked’ data. All​ ​age-checked metrics included herein are estimates derived from limited information and evolving​ ​methodologies and are not directly comparable to historical self-reported data. Age-check​ ​penetration is an average based on the last seven days of the quarter. Additionally, certain​ ​demographic data presented are estimates based on extrapolation from data on users who have​ ​undergone age-checks, which may not be representative of actual age demographics on the​ ​platform. Specifically, for certain metrics we have applied the demographic distribution of our​ ​current 'age-checked' DAUs to our 'non-age-checked' DAUs to estimate growth and monetization​ ​rates for 18 to 34 DAUs in the U.S. Extrapolated results may not fairly represent the actual​ ​demographic split or engagement and monetization levels of the ‘non-age-checked’ DAUs.​ ​18​


 
​Non-GAAP Financial Measures​ ​This letter contains the following non-GAAP financial measures: bookings, Adjusted EBITDA, and​ ​free cash flow.​ ​We use this non-GAAP financial information to evaluate our ongoing operations and for internal​ ​planning and forecasting purposes. We believe that this non-GAAP financial information may be​ ​helpful to investors because it provides consistency and comparability with past financial​ ​performance. However, non-GAAP financial measures have limitations in their usefulness to​ ​investors because they have no standardized meaning prescribed by GAAP and are not prepared​ ​under any comprehensive set of accounting rules or principles. In addition, other companies,​ ​including companies in our industry, may calculate similarly titled non-GAAP financial measures​ ​differently or may use other measures to evaluate their performance, all of which could reduce the​ ​usefulness of our non-GAAP financial information as a tool for comparison. As a result, our​ ​non-GAAP financial information is presented for supplemental informational purposes only and​ ​should not be considered in isolation from, or as a substitute for financial information presented in​ ​accordance with GAAP.​ ​Reconciliation tables of the most comparable GAAP financial measure to each non-GAAP financial​ ​measure used in this letter are included at the end of this letter. We encourage investors and​ ​others to review our business, results of operations, and financial information in their entirety, not​ ​to rely on any single financial measure, and to view these non-GAAP measures in conjunction with​ ​the most directly comparable GAAP financial measures.​ ​Bookings​​represent the sales activity in a given period​​without giving effect to certain non-cash​ ​adjustments, as detailed below. Substantially all of our bookings are generated from sales of virtual​ ​currency, which can ultimately be converted to virtual items on the Roblox platform. Sales of virtual​ ​currency reflected as bookings include one-time purchases or monthly subscriptions purchased​ ​via payment processors or through prepaid cards. Bookings are initially recorded in deferred​ ​revenue and recognized as revenues over the estimated period of time the virtual items purchased​ ​with the virtual currency are available on the Roblox platform (estimated to be the average lifetime​ ​of a paying user) or as the virtual items purchased with the virtual currency are consumed.​ ​Bookings also include an insignificant amount from advertising and licensing arrangements. We​ ​believe bookings provide a timelier indication of trends in our operating results that are not​ ​necessarily reflected in our revenue as a result of the fact that we recognize the majority of​ ​revenue over the estimated average lifetime of a paying user. The change in deferred revenue​ ​constitutes the vast majority of the reconciling difference from revenue to bookings. By removing​ ​these non-cash adjustments, we are able to measure and monitor our business performance​ ​based on the timing of actual transactions with our users and the cash that is generated from these​ ​transactions. Over the long term, the factors impacting our revenue and bookings trends are the​ ​same. However, in the short term, there are factors that may cause revenue and bookings trends to​ ​differ.​ ​19​


 
​Adjusted EBITDA​​represents our GAAP consolidated net loss, excluding interest income, interest​ ​expense, other (income)/expense, net, provision for/(benefit from) income taxes, depreciation and​ ​amortization expense, stock-based compensation expense, and certain other non-routine​ ​adjustments. We believe that, when considered together with reported GAAP amounts, Adjusted​ ​EBITDA is useful to investors and management in understanding our ongoing operations and​ ​ongoing operating trends. Our definition of Adjusted EBITDA may differ from the definition used by​ ​other companies and therefore comparability may be limited.​ ​Free cash flow​​represents the net cash and cash equivalents​​provided by operating activities, less​ ​purchases of property and equipment and intangible assets acquired through asset acquisitions.​ ​We believe that free cash flow is a useful indicator of our unit economics and liquidity that provides​ ​information to management and investors about the amount of cash and cash equivalents​ ​generated from our core operations that, after the purchases of property and equipment, and​ ​intangible assets acquired through asset acquisitions, can be used for strategic initiatives.​ ​20​


 
​GAAP to Non-GAAP Reconciliations​ ​The following table presents a reconciliation of revenue, the most directly comparable financial​ ​measure calculated in accordance with GAAP, to bookings, for each of the periods presented (in​ ​millions, unaudited):​ ​Three Months Ended March 31,​ ​2026​ ​2025​ ​Reconciliation of revenue to bookings:​ ​Revenue​ ​$ 1,442​ ​$ 1,035​ ​Add (deduct):​ ​Change in deferred revenue​ ​299​ ​178​ ​Other​ ​(10)​ ​(6)​ ​Bookings​ ​$ 1,731​ ​$ 1,207​ ​The following table presents a reconciliation of consolidated net loss, the most directly comparable​ ​financial measure calculated in accordance with GAAP, to Adjusted EBITDA, for each of the​ ​periods presented (in millions, unaudited):​ ​Three Months Ended March 31,​ ​2026​ ​2025​ ​Reconciliation of consolidated net loss to Adjusted EBITDA:​ ​Consolidated net loss​ ​$ (248)​ ​$ (216)​ ​Add (deduct):​ ​Interest income​ ​(55)​ ​(46)​ ​Interest expense​ ​10​ ​10​ ​Other (income)/expense, net​ ​(2)​ ​(4)​ ​Provision for/(benefit from) income taxes​ ​1​ ​1​ ​Depreciation and amortization expense​ ​61​ ​54​ ​Stock-based compensation expense​ ​275​ ​259​ ​Legal settlement expenses​​(A)​ ​57​ ​—​ ​Adjusted EBITDA​ ​$ 99​ ​$ 58​ ​(A)​ ​Includes legal settlement expenses related to settlement negotiations with certain states regarding youth-related​ ​consumer protection and digital safety matters. The Company has determined that these matters arise outside of​ ​the ordinary course of business, have limited historical precedent, are unpredictable in their magnitude, scope,​ ​and timing, and as a result are distinct from routine expenses incurred in ongoing operations.​ ​21​


 
​The following table presents a reconciliation of net cash and cash equivalents provided by​ ​operating activities, the most directly comparable financial measure calculated in accordance with​ ​GAAP, to free cash flow, for each of the periods presented (in millions, unaudited):​ ​Three Months Ended March 31,​ ​2026​ ​2025​ ​Reconciliation of net cash and cash equivalents provided by operating​ ​activities to free cash flow:​ ​Net cash and cash equivalents provided by operating activities​ ​$ 629​ ​$ 444​ ​Deduct:​ ​Acquisition of property and equipment​ ​(33)​ ​(17)​ ​Free cash flow​ ​$ 596​ ​$ 427​ ​22​


 
​Forward Looking Guidance​​5​​: GAAP to​ ​Non-GAAP Financial Measures Reconciliations​ ​The following table presents a reconciliation of revenue, the most directly comparable financial​ ​measure calculated in accordance with GAAP, to bookings, for each of the periods presented (in​ ​millions):​ ​Guidance​ ​Updated Guidance​ ​Three Months Ended​ ​Twelve Months Ended​ ​June 30, 2026​ ​December 31, 2026​ ​Low​ ​High​ ​Low​ ​High​ ​Reconciliation of revenue to bookings:​ ​Revenue​ ​$ 1,390​ ​$ 1,450​ ​$ 5,865​ ​$ 6,135​ ​Add (deduct):​ ​Change in deferred revenue​ ​170​ ​170​ ​1,510​ ​1,510​ ​Other​ ​(10)​ ​(10)​ ​(45)​ ​(45)​ ​Bookings​ ​$ 1,550​ ​$ 1,610​ ​$ 7,330​ ​$ 7,600​ ​5​ ​Our revenue guidance assumes that there are no material changes in estimates used in our revenue recognition, such as​ ​the estimated consumable/durable allocation of virtual goods purchased on the platform and the estimated average lifetime​ ​of a paying user.​ ​23​


 
​The following table presents a reconciliation of consolidated net loss, the most directly comparable​ ​financial measure calculated in accordance with GAAP, to Adjusted EBITDA, for each of the​ ​periods presented (in millions):​ ​Guidance​ ​Updated Guidance​ ​Three Months Ended​ ​Twelve Months Ended​ ​June 30, 2026​ ​December 31, 2026​ ​Low​ ​High​ ​Low​ ​High​ ​Reconciliation of consolidated net loss to​ ​Adjusted EBITDA:​ ​Consolidated net loss​​(A)​ ​$ (257)​ ​$ (242)​ ​$ (1,175)​ ​$ (1,035)​ ​Add (deduct):​ ​Interest income​ ​(48)​ ​(48)​ ​(195)​ ​(195)​ ​Interest expense​ ​11​ ​11​ ​42​ ​42​ ​Provision for/(benefit from) income​ ​taxes​ ​2​ ​2​ ​6​ ​6​ ​Depreciation and amortization​ ​expense​ ​70​ ​70​ ​300​ ​300​ ​Stock-based compensation expense​ ​290​ ​290​ ​1,150​ ​1,150​ ​Legal settlement expenses​​(A)(B)​ ​—​ ​—​ ​57​ ​57​ ​Adjusted EBITDA​ ​$ 68​ ​$ 83​ ​$ 185​ ​$ 325​ ​(A)​ ​Consolidated net loss guidance excludes loss contingency accruals, given the inherent uncertainty in estimates of​ ​future probability and/or range of loss based on the facts and circumstances that exist as of April 30, 2026.​ ​(B)​ ​Includes legal settlement expenses related to settlement negotiations with certain states regarding youth-related​ ​consumer protection and digital safety matters. The Company has determined that these matters arise outside of​ ​the ordinary course of business, have limited historical precedent, are unpredictable in their magnitude, scope,​ ​and timing, and as a result are distinct from routine expenses incurred in ongoing operations.​ ​The following table presents a reconciliation of net cash and cash equivalents provided by​ ​operating activities, the most directly comparable financial measure calculated in accordance with​ ​GAAP, to free cash flow, for each of the periods presented (in millions):​ ​Guidance​ ​Updated Guidance​ ​Three Months Ended​ ​Twelve Months Ended​ ​June 30, 2026​ ​December 31, 2026​ ​Low​ ​High​ ​Low​ ​High​ ​Reconciliation of net cash and cash​ ​equivalents provided by operating​ ​activities to free cash flow:​ ​Net cash and cash equivalents provided​ ​by operating activities​ ​$ 260​ ​$ 275​ ​$ 1,570​ ​$ 1,745​ ​Deduct:​ ​Acquisition of property and equipment​ ​(30)​ ​(30)​ ​(520)​ ​(470)​ ​Free cash flow​ ​$ 230​ ​$ 245​ ​$ 1,050​ ​$ 1,275​ ​24​