Roblox

Roblox Receivables

The Accounts Receivable of Roblox (RBLX) as of Oct 22, 2026 is 900.65 M USD. In the previous year, Accounts Receivable was 614.84 M USD — a change of 46.49% (higher).

Receivables

900.65 MUSD

YoY

46.49%

Last updated:

Accounts Receivable of Roblox is 2025 900.65 M USD. Accounts Receivable of Roblox was 2024 614.84 M USD. It decreases by 46.49% higher compared to the previous year.

The Roblox Receivables history

  • 3 Years

  • 10 Years

  • 25 Years

  • Max

Receivables
Date
Receivables
Jan 1, 2018
51.20 M USD
Jan 1, 2019
91.30 M USD
Jan 1, 2020
247.00 M USD
Jan 1, 2021
307.30 M USD
Jan 1, 2022
379.40 M USD
Jan 1, 2023
505.77 M USD
Jan 1, 2024
614.84 M USD
Jan 1, 2025
900.65 M USD
The Roblox Receivables history
YEARReceivablesYoY
900.65 MUSD+46.49%
614.84 MUSD+21.56%
505.77 MUSD+33.31%
379.40 MUSD+23.46%
307.30 MUSD+24.41%
247.00 MUSD+170.54%
91.30 MUSD+78.32%
51.20 MUSD—

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

Accounts Receivable of Roblox is 900.65 M USD in 2025.

Accounts Receivable of Roblox changed from 614.84 M USD to 900.65 M USD, representing a 46.49% change. The value is higher than the previous year.

On Eulerpool you can find the complete historical development of Accounts Receivable Roblox since 2006 – with annual values, charts, and detailed analysis.

Receivables represent money owed to the company by customers for goods or services delivered. High receivables relative to revenue may indicate collection issues.

Accounts Receivable's USD is a key factor for investors. Changes in this metric can signal improving or deteriorating fundamentals, directly impacting the stock price. On Eulerpool, you can track Accounts Receivable's Roblox historically and in real time.

Access this data via the Eulerpool API

100,000 free requests/mo · no credit card

Balance Sheet — Roblox

All Key Metrics — Roblox