Who Owns Roblox: latest figures and income statement

Who Owns Roblox? David Baszucki’s 58.8% of the Vote (2026)

In short

Roblox is controlled by its co-founder and CEO David Baszucki, who holds all 47.1 million Class B shares and 58.8% of total voting power, per the 2026 proxy (13 February 2026). The largest outside holders are FMR (7.5% of Class A) and BlackRock (5.4%).

Sources: Roblox 2026 proxy statement. Analysis by The Business Engineer.

Correction (10 Oct 2026): earlier versions of this page showed undated or unsourced ownership figures. Ownership now comes from Roblox’s Roblox 2026 proxy statement; the rest of the article is kept as it was.

How we source: figures on this page come from the company’s own filings (SEC 10-K, 10-Q, prospectus and earnings releases, or its annual report), with the period stated next to each number; outside estimates appear only labelled, with their source and date. Last refreshed October 2026. Our methodology.

Who owns Roblox: David Baszucki (co-founder, CEO) 100% of Class B ยท 58.8% of votes; FMR (Fidelity) 7.5% of Class A; BlackRock 5.4% of Class A (Roblox 2026 proxy statement).
Roblox’s largest shareholders. Source: Roblox 2026 proxy statement.
Key facts: who owns Roblox
FactFigureSource
Controlling holderDavid Baszucki (58.8% of votes)Roblox 2026 proxy statement
David Baszucki (co-founder, CEO)100% of Class B ยท 58.8% of votesRoblox 2026 proxy statement
FMR (Fidelity)7.5% of Class ARoblox 2026 proxy statement
BlackRock5.4% of Class ARoblox 2026 proxy statement
Shares outstanding662,895,615 Class A; 47,070,464 Class B (13 Feb 2026)RBLX proxy 2026

Who owns Roblox today?

Roblox has two classes of common stock. Its 2026 proxy statement shows David Baszucki with 1.2 million Class A shares and all 47,070,464 Class B shares, giving him 58.8% of total voting power; FMR LLC holds 7.5% of Class A and BlackRock 5.4%. Percentages are based on 662,895,615 Class A and 47,070,464 Class B shares outstanding on 13 February 2026.

The Business Engineer view

Baszucki’s majority of the vote means Roblox can keep investing in its creator economy and safety systems on a long horizon. It also means outside shareholders cannot force change: governance runs through the founder.

The full story

Roblox is owned by David Baszucki and Gregory Baszucki, with a 2.3% and 2.6% stake, respectively. Anthony lee, managing partner at Altos Ventures, with a 15.3% stake.

DetailDescription
CompanyRoblox Corporation
Ownership StructurePublicly traded company with major shareholders
Major ShareholdersDavid Baszucki (co-founder and CEO), various institutional investors including Vanguard Group, BlackRock, and Altimeter Capital Management
Founding DateSeptember 1, 2006
FoundersDavid Baszucki and Erik Cassel
HeadquartersSan Mateo, California, USA
Stock SymbolRBLX (NYSE)
Primary BusinessDeveloping and operating an online platform that allows users to create and play games created by other users
Strategic GoalsExpanding the platform’s user base, enhancing user engagement and developer monetization, and investing in technology and infrastructure improvements

Additional Ownership Details

  • Institutional Shareholders: Major institutional investors such as Vanguard Group, BlackRock, and Altimeter Capital Management hold significant stakes in Roblox.
  • Individual Shareholders: David Baszucki, co-founder and CEO, holds a substantial share of the company, making him one of the largest individual shareholders.
  • Public Trading: Roblox is publicly traded on the New York Stock Exchange under the ticker symbol RBLX, with ownership distributed among a diverse range of institutional and individual shareholders.
  • Platform Strategy: Roblox focuses on growing its user base, enhancing the creation and monetization opportunities for developers, and investing in new technologies to improve the platform’s capabilities and user experience.

Aspect ยท Description ยท Analysis ยท Examples

Products and Services

Description. Roblox Corporation is a gaming platform and game creation system that allows users to create, share, and play games created by other users. The core offering is the Roblox platform itself, which includes a virtual world where players can explore, socialize, and play games created by developers using Roblox Studio. Roblox also offers virtual currency called “Robux,” which can be purchased and used for in-game purchases, such as virtual items, accessories, and avatar customizations. The company hosts virtual events and has a developer marketplace where creators can monetize their games.

Analysis. Roblox’s primary product is its gaming platform, which provides a virtual ecosystem for user-generated content and gameplay. The virtual currency, Robux, drives in-game purchases and monetization for developers. Virtual events enhance user engagement. The developer marketplace allows creators to generate revenue.

Examples. Roblox platform (virtual world and user-generated games), Robux (virtual currency), virtual items and accessories, avatar customizations, virtual events, developer marketplace (monetization for creators), Roblox Studio (game creation tool).

Revenue Streams

Description. Roblox generates revenue primarily through the sale of Robux, which users purchase with real money and spend on in-game items, accessories, and avatar customizations. The company shares a portion of the revenue with developers as part of its developer exchange program. Additionally, Roblox offers premium subscriptions, such as Roblox Premium, which provide exclusive benefits to subscribers for a monthly fee.

Analysis. Revenue from the sale of Robux is a significant income source, driven by user spending on in-game purchases. Revenue sharing with developers motivates game creation. Premium subscriptions provide recurring revenue from subscribers seeking exclusive benefits.

Examples. Revenue from the sale of Robux (e.g., Robux purchased with real money), revenue sharing with developers (developer exchange program), income from premium subscriptions (e.g., Roblox Premium).

Customer Segments

Description. Roblox serves a diverse customer base, primarily consisting of gamers of all ages who enjoy user-generated content and online social interactions. The brand appeals to game developers and creators who use the platform to design and monetize their games.

Analysis. Roblox’s target demographic includes gamers of all ages, especially those interested in user-generated content and online social experiences. Game developers and creators seek a platform to bring their game ideas to life and monetize their creations.

Examples. Gamers of all ages, game developers, creators seeking a platform for game creation and monetization, users interested in user-generated content and online social interactions.

Distribution Channels

Description. Roblox primarily distributes its products and services through its gaming platform, which users access through desktop and mobile apps. The company also utilizes its website to promote the platform, offer in-game purchases, and provide resources to users and developers.

Analysis. The Roblox platform is the central distribution channel, where users access games and content. The website supports user engagement, in-game purchases, and developer resources.

Examples. Distribution through the Roblox platform (desktop and mobile apps), promotion through the Roblox website (roblox.com), in-game purchases, developer resources.

Key Partnerships

Description. Roblox collaborates with game developers and creators who use the platform to create and publish games. The company also partners with payment processors to facilitate the purchase of Robux. Additionally, Roblox forms partnerships with entertainment companies, brands, and artists for virtual events and promotional activities.

Analysis. Collaborations with game developers and creators enrich the platform with diverse content. Partnerships with payment processors ensure secure transactions. Collaborations with entertainment companies, brands, and artists create virtual events and promotional opportunities.

Examples. Collaborations with game developers (e.g., game creators on the platform), partnerships with payment processors (e.g., facilitating Robux purchases), collaborations with entertainment companies, brands, and artists (e.g., virtual events and promotions with Warner Bros., Adidas).

Key Resources

Description. Roblox’s key resources include its gaming platform and infrastructure, Robux virtual currency, user-generated content, a community of players and developers, developer tools like Roblox Studio, a global user base, brand recognition, and a commitment to user safety and moderation.

Analysis. The gaming platform and infrastructure provide the foundation for user-generated content and gameplay. Robux virtual currency drives the in-game economy. User-generated content and a vibrant community of players and developers are vital resources. Developer tools empower creators. A global user base ensures platform activity. Brand recognition builds trust. User safety and moderation are essential for a safe environment.

Examples. Gaming platform and infrastructure, Robux virtual currency, user-generated content, community of players and developers, developer tools like Roblox Studio, global user base, brand recognition, commitment to user safety and moderation.

Cost Structure

Description. Roblox incurs costs in server maintenance and hosting to support its gaming platform and virtual world. The company invests in research and development efforts to enhance the platform and developer tools. Marketing and advertising expenses promote the platform and virtual events. Employee salaries, including developers and moderators, represent a significant portion of costs. Investments in safety and content moderation require resources.

Analysis. Server maintenance and hosting costs ensure platform reliability. Research and development efforts drive innovation and feature improvements. Marketing campaigns promote user engagement. Employee salaries, especially for developers and moderators, are a substantial expense. Investments in safety and content moderation are essential for a safe environment.

Examples. Costs related to server maintenance and hosting, research and development of new platform features, marketing and advertising campaigns (e.g., Roblox marketing efforts), employee salaries (e.g., developers, moderators), investments in safety and content moderation.

Competitive Advantage

Description. Roblox’s competitive advantage lies in its user-generated content platform, community-driven content creation, the virtual currency Robux, partnerships with entertainment companies, global user base, developer tools like Roblox Studio, and a commitment to user safety. The platform’s unique approach empowers creators and fosters engagement.

Analysis. A user-generated content platform allows for diverse and engaging experiences. Community-driven content creation encourages innovation. Robux virtual currency drives in-game purchases. Partnerships with entertainment companies enhance content offerings. A global user base ensures activity. Developer tools like Roblox Studio empower creators. A commitment to user safety builds trust.

Examples. Roblox’s user-generated content platform, community-driven content creation, Robux virtual currency, partnerships with entertainment companies, global user base, developer tools like Roblox Studio, commitment to user safety.

Value Proposition

Description. Roblox offers users an immersive and interactive gaming platform where they can create, explore, and play user-generated games. The platform provides social interaction, creativity, and the ability to monetize creations. Robux enables in-game purchases and customization.

Analysis. Roblox’s value proposition centers on providing a dynamic and creative gaming platform. User-generated content fosters creativity and engagement. Social interaction enhances the gaming experience. The ability to monetize creations appeals to developers. Robux enables in-game purchases and personalization.

Examples. An immersive and interactive gaming platform for creating, exploring, and playing user-generated games, social interaction, creativity, the ability to monetize creations, in-game purchases and customization with Robux.

Why Roblox is building the real Metaverse

Zuckerberg had the conviction that VR would have become the next platform in 2014, when Facebook acquired VR maker, Oculus (which still today represents the main product in the Reality Labs segment).

Graphic: Roblox with owner groups (founder, venture backers, index funds, public float) and a not-to-scale panel noting that stake sizes conflict across the page.
Roblox ownership groups; 2022 operating figures as cited on the page. No percentages shown. Analysis by The Business Engineer.

And yet Zuckerberg’s vision of the Meta โ€” as explored in the interface layer wars reshaping consumer tech โ€” verse seemed like Bill Gates’ vision for the Information Highway.

It was correct wholly but directionally missed how it would have evolved in the short term.

The same goes for the Metaverse.

Zuckerberg might be right about VR becoming an important business platform in the future, but not in the way he envisioned it in the short term!

Yet, with mounting losses of Reality Labs and slowed down revenue for its VR headsets, Meta had to re-change its strategy.

facebook-losses

The company’s cost structure completely collapsed under the weight of a Metaverse that never materialized.

facebook-capital-expenditure

The spiked expenses into the Metaverse also crashed Facebook’s profitability.

facebook-profitability

Again, that doesn’t mean the Metaverse is not happening, but not in the way Zuckerberg envisioned, and not on Meta!

Today, the Metaverse is happening on other platforms like Roblox.

roblox-dau

Roblox it’s so sticky that it has seen its daily active users move from 49.5 million by 2021 to almost 59 million in 2022, collectively spending engaging on the platform 12.8 billion hours!

Key Highlights

  • Roblox Ownership: Roblox is owned by several individuals, including David Baszucki and Gregory Baszucki, who hold stakes of 2.3% and 2.6% respectively. Anthony Lee, the managing partner at Altos Ventures, holds a significant stake of 15.3%.
  • Roblox and the Metaverse: The text discusses how Mark Zuckerberg believed in the potential of virtual reality (VR) and the Metaverse when Facebook acquired Oculus in 2014. However, the vision of the Metaverse didn’t develop as expected in the short term, similar to Bill Gates’ vision for the Information Highway.
  • Meta’s (formerly Facebook) Strategy: Despite Zuckerberg’s conviction, the realization of the Metaverse didn’t align with the company’s expectations. Reality Labs incurred losses and revenue for VR headsets slowed down. Meta had to re-adjust its strategy due to financial challenges and expenses related to the Metaverse.
  • Metaverse and Profitability: The pursuit of the Metaverse impacted Meta’s cost structure and profitability. While the vision might still be relevant, the initial approach didn’t yield the expected results for the company.
  • The Emerging Metaverse on Other Platforms: The text suggests that while Meta’s Metaverse vision faced challenges, the Metaverse concept is being realized on other platforms, like Roblox.
  • Roblox’s Growth and Popularity: Roblox’s popularity is highlighted, with its daily active users growing from around 49.5 million in 2021 to nearly 59 million in 2022. Users spent a substantial amount of time on the platform, collectively engaging for 12.8 billion hours.

Connected Visual Highlights

Roblox DAUs

roblox-dau
By December 2022, Roblox had almost 59 million daily active users on the platform and engaged 12.8 billion hours for the full year. Compared to 49.5 million daily active users in 2021.

Roblox Financials

roblox-financials
In 2022, on $2.9 billion in bookings (activity in a given period without giving effect to certain non-cash adjustments), compared to $2.2 billion in revenue, Roblox reported a negative free cash flow of $58 million and a net loss of over $930 million.

Roblox Revenue

roblox-revenue
In 2022, on $2.9 billion in bookings (activity in a given period without giving effect to certain non-cash adjustments), Roblox generated over to $2.2 billion in revenue.

Roblox Profitability

roblox-profitability

Who Owns Roblox

Who Owns Roblox
Roblox is owned by David Baszucki and Gregory Baszucki, with a 2.3% and 2.6% stake, respectively. Anthony lee, managing partner at Altos Ventures, with a 15.3% stake.
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