During the three-month period ending September 30, 2021, Roblox Corp's revenue jumped 102 percent year-over-year to $509.3 million, and bookings increased 28 percent year-over-year to $637.8 million. (Bookings is used to measure the amount of virtual currency that Roblox users purchase in a given period.)
Last year (before the company went public), it only pulled in $251.9 million in revenue, and $496.4 million in bookings.
Roblox Corp. is still losing money however, and it would appear that loss only increased year-over-year. It reported a net loss of $74 million in Q3 2021, an increase from last year's loss of $48.6 million.
That increased loss isn't deterring Roblox's leadership for now. Chief Executive Officer David Baszucki stated that "engagement is [the company's] north star," and boasted that Roblox users spent over 11 billion hours on the game during the third quarter.
"We are happy to report that the developer community earned over $130 million in the quarter and is on pace to earn well over $500 million this year," he added.
Intriguingly, the fact that Roblox players skew younger got mention in the investor report as a possible driver of how revenue will flow in the company's future. Chief Financial Officer Michael Guthrie noted that "back to school seasonality," along with COVID-19 "impacted periods" as two factors that impact the company's growth.
Could that mean there's a future period where back-to-school season hits Roblox's numbers? It's not guaranteed, but they're certainly keeping an eye on it.