Roblox

Roblox P/TBV

The Price to Tangible Book Value (P/TBV) of Roblox (RBLX) as of Oct 23, 2026 is 191.63. In the previous year, Price to Tangible Book Value (P/TBV) was 981.67 — a change of -80.48% (lower).

P/TBV

191.63

YoY

-80.48%

Last updated:

Price to Tangible Book Value (P/TBV) of Roblox is 2025 191.63 . Price to Tangible Book Value (P/TBV) of Roblox was 2024 981.67 . It decreases by -80.48% lower compared to the previous year.

The Roblox P/TBV history

  • 3 Years

  • 10 Years

  • 25 Years

  • Max

P/TBV
Date
P/TBV
Jan 1, 2018
-393.78 USD
Jan 1, 2019
-320.67 USD
Jan 1, 2020
-126.37 USD
Jan 1, 2021
109.98 USD
Jan 1, 2022
382.67 USD
Jan 1, 2023
-376.53 USD
Jan 1, 2024
981.67 USD
Jan 1, 2025
191.63 USD
The Roblox P/TBV history
YEARP/TBVYoY
191.63-80.48%
981.67-360.71%
-376.53-198.40%
382.67+247.93%
109.98-187.03%
-126.37-60.59%
-320.67-18.57%
-393.78—

Access this data via the Eulerpool API

100,000 free requests/mo · no credit card

Roblox Stock analysis

What does Roblox do? Roblox Corp. generates revenue primarily through the sale of Robux, its virtual currency, which users purchase for one-time transactions or monthly subscriptions via mobile payments, credit cards, or prepaid cards. Users spend Robux to acquire experience-specific enhancements and avatar items in the platform's avatar marketplace, while developers earn a share of the revenue from these sales. The company's platform, Roblox Platform, operates as a free live service where users interact through user-generated 3D experiences inspired by gaming, entertainment, social media, and toys. The primary buyers of Robux are users seeking to enhance their avatars or access premium content within the platform's experiences. Roblox Platform serves as a human co-experience ecosystem where users create and explore content without cost, but monetization occurs through Robux transactions. Developers, who create experiences using Roblox's studio tools, benefit from revenue sharing on avatar marketplace sales. The platform's user base includes individuals who personalize avatars and engage in social interactions, with the avatar marketplace driving significant revenue through virtual goods. Roblox Corp. does not charge users for accessing the platform but relies on virtual currency sales to fund its operations and support creators. The company's revenue model centers on virtual currency transactions, with Robux being the sole medium for purchasing in-game items and enhancements. Users convert real-world money into Robux through various payment methods, enabling the platform to monetize user engagement without direct subscription fees. Roblox Corp. focuses on user-generated content, allowing anyone to become a developer or creator, while the avatar marketplace serves as a key revenue driver for both the company and its developer community. Roblox is one of the most popular companies on Eulerpool.

Frequently Asked Questions about Roblox stock

Price to Tangible Book Value (P/TBV) of Roblox is 191.63 in 2025.

Price to Tangible Book Value (P/TBV) of Roblox changed from 981.67 to 191.63, representing a -80.48% change. The value is lower than the previous year.

On Eulerpool you can find the complete historical development of Price to Tangible Book Value (P/TBV) Roblox since 2006 – with annual values, charts, and detailed analysis.

P/TBV compares the stock price to tangible book value per share, excluding goodwill and intangibles. It provides a conservative asset-based valuation.

To evaluate Price to Tangible Book Value (P/TBV)'s, it is essential to compare it with peers in the same industry and sector. On Eulerpool, you can find direct industry comparisons for Price to Tangible Book Value (P/TBV).

A 'good' varies by industry and company stage. On Eulerpool, you can compare Price to Tangible Book Value (P/TBV)'s Roblox with sector peers and the industry average to assess whether it is attractive.

Access this data via the Eulerpool API

100,000 free requests/mo · no credit card

Valuation — Roblox

All Key Metrics — Roblox