Roblox Corp quarterly report, Q3 FY2022

Roblox Corporation — Q3 2022 Form 10-Q

Reporting period: Three and nine months ended September 30, 2022. Roblox operates a user-generated, 3D social experiences platform; users buy Robux and developers earn Robux through platform activity. Financial amounts below are in U.S. dollars.

Key financial results

MetricQ3 2022Q3 2021Nine months 2022Nine months 2021
Revenue$517.7 million$509.3 million$1,646.0 million$1,350.4 million
Bookings (non-GAAP operating metric)$701.7 million$637.8 million$1,972.8 million$1,955.6 million
Operating loss$300.0 million$77.4 million$621.9 million$355.4 million
Net loss attributable to common stockholders$297.8 million$74.0 million$634.4 million$348.4 million
Net loss per share, diluted$0.50$0.13$1.07$0.73
Adjusted EBITDA (non-GAAP)$50.9 million$135.7 million$173.4 million$505.9 million
  • Margins and expenses: Operating loss was 59% of revenue in Q3, versus 15% a year earlier; for the nine-month periods, it was 38% versus 26%. Research and development expense increased 70% in Q3 and 74% year to date. Stock-based compensation was $161.4 million in Q3 and $420.0 million year to date.
  • Cash flow: Nine-month operating cash flow was $250.1 million, down from $536.9 million. Capital expenditures were $269.0 million; free cash flow, as defined by Roblox, was negative $20.4 million, compared with positive $480.7 million.
  • Liquidity and debt: Cash and cash equivalents were $3.02 billion at September 30, 2022. Current assets were $3.67 billion and current liabilities $2.24 billion. Long-term debt, net, was $988.7 million, representing $1.0 billion principal of 3.875% senior notes due 2030. The company reported compliance with debt covenants.
  • Deferred revenue: $1.75 billion was current and $960.9 million long term. Roblox expected to recognize $1.75 billion over the next 12 months.

Changes versus comparable periods

  • Q3 revenue grew 2%, while bookings grew 10%. Nine-month revenue increased 22%, but bookings edged down 1%.
  • Management attributed the divergence partly to revenue recognition over paying-user lifetimes and an estimate change: the estimated paying-user life increased from 25 to 28 months in Q3. This change reduced Q3 revenue by $111.0 million and cost of revenue by $25.5 million. The cumulative estimate changes reduced nine-month revenue by $329.7 million and cost of revenue by $76.4 million; management estimated a full-year 2022 reduction of $344.9 million and $79.3 million, respectively.
  • Q3 daily paying users rose to approximately 768,000 from 675,000, while monetization per daily paying user declined 3%. For the nine-month comparison, daily paying users rose to approximately 707,000 from 674,000, while monetization per daily paying user declined 4%.
  • Infrastructure and trust-and-safety expense rose 63% in Q3 and 53% year to date; R&D rose 70% and 74%, respectively. Higher personnel, stock compensation, data-center and infrastructure costs were key drivers.

Outlook, risks and unusual items

  • Outlook: Roblox provided no specific numerical financial guidance in the supplied filing text. Management expects operating losses to continue in the foreseeable future as it invests in infrastructure, product development, headcount, safety and the developer community. It expects existing cash and operating cash flow to meet needs for at least the next 12 months, while noting that capital needs depend on growth, investment and other factors.
  • Business trends: Management said pandemic-related increases in engagement and monetization had moderated as restrictions eased, with their longer-term effects uncertain. It described the business as seasonal, typically with stronger sales in Q4 and higher engagement in northern-hemisphere summer months. Inflation, foreign exchange, interest rates and weaker discretionary spending could affect results.
  • Platform dependence: Apple’s App Store and Google Play accounted for 31% and 18% of Q3 revenue, respectively. Platform fees can be as high as 30% of user purchases. Two distribution channels represented 57% of accounts receivable at quarter-end.
  • Safety and regulatory exposure: Roblox highlighted risks involving child safety, privacy and data protection, content moderation, virtual currency regulation, and evolving laws across jurisdictions. It reported that 46% of DAUs in the first nine months of 2022 were under age 13. Management also cited platform outages, cybersecurity, competition, and the China joint venture as significant risks.
  • Contingencies and subsequent events: A putative securities class action relating to the direct listing was dismissed in state court in August 2022; Roblox expected it could be refiled in federal court. The company said it could not estimate a maximum possible loss range for its litigation matters. It acquired anti-cheat software company Byfron for approximately $19.0 million in cash on October 11, 2022.
  • Other notable items: Nine-month capital expenditures were substantially higher than the prior year, and the company disclosed $378.2 million of legally binding minimum lease payments for leases not yet commenced. It also reported negative stockholders’ equity movement, with accumulated deficit reaching $1.62 billion.

Investor verification priorities

  • Assess bookings, paying-user growth and monetization separately from recognized revenue, including the impact and assumptions behind the 28-month paying-user-life estimate.
  • Review whether cash generation can support elevated infrastructure investment, ongoing losses, stock compensation and lease commitments; reconcile operating cash flow with negative free cash flow.
  • Track expense growth, particularly R&D, infrastructure and stock-based compensation, and the path to profitability.
  • Monitor dependence on mobile app stores and payment channels, developer economics, user safety, privacy and regulatory developments, and the status of the securities litigation.
  • Interpret DAU and engagement figures cautiously: Roblox says its metrics rely on internal systems, may include multiple accounts or fraudulent activity, and have not been independently validated.