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Roblox Must Be Grabbed With Both Hands - The Stock Is A Bargain

Roblox has a brilliant and impenetrable flywheel moat as the YouTube for games with a 150Mn DAU using it for games and social media.

By 

Fountainhead Investing

Published 

November 28, 2025

Roblox (RBLX)  $95

Industry/Sector/Type - Video games platform/YouTube for games/Secular growth

Investment case:

Roblox’s user‑generated content platform where creators build games monetize it via its virtual currency, Robux is the trending gaming model of the future, gaining market share over expensive studio developed games like Take Two Interactive’s Grand Theft Auto, which is likely to cost between $1 to $2 Bn. Developers get paid well from Robux, when users buy virtual goods for their avatars and to aid their progress in games, a now well-trodden business model for free-to-play games. On average, developers get around 20% to 25% of the dollar-value sales that originate from their games. The massive reach of the platform, and its flywheel effect  is a crucial competitive advantage and differentiator. Good content creators can monetize their creations best with the widest reaching platform, and gamers can access the widest array of games, thus perpetuating the flywheel. I don’t believe this moat can be disrupted easily. Its closest competitor Unity has a paltry $2Bn in sales compared to the $6Bn for Roblox, and a weaker model, which focuses more on game developer tools without Roblox’s integration or flywheel,

Biggest catalysts for the stock - Continued growth in DAUs and bookings, better user created content, a flywheel, which is still in its infancy.
Strengths and opportunities:

YouTube for games: The massive reach of the platform at 150Mn DAUs is a crucial differentiator. The company is increasingly positioned less as a single game publisher and more as a “YouTube-for-games” ecosystem, with millions of titles, heavy social interaction, and a large, aging‑up user base that spends significant time on the platform each day.

Solid bookings: Management raised full‑year 2025 bookings guidance to roughly 50–51% year‑over‑year growth and guided FCF up nearly 80% year over year. Those bookings totaled $4.4 billion last year and are forecast to grow 52% this year, to $6.6 billion. I don’t believe analysts are giving Roblox enough credit with just a 20% CAGR for the next three years. The 50% bookings growth should lead to sales growth revisions.  It also pays hefty processing fees for the Robux bought on Apple’s and Google’s app stores, but is moving those purchases to its own website, which will boost profits. All told, Roblox has paid out roughly 43% of its bookings to developers and payment systems. 

Good partners: YouTube and Roblox work well together with over 1Trn views from Roblox-related videos in August on You-Tube. In the third quarter, Roblox users spent an average of almost three hours a day on the platform, making Roblox an sought after place to hang out for Gen Z and Gen Alpha cohorts. The numbers are impressive - 6.1Bn texts, and 1.1Bn hours of voice chat in the previous quarter - further besides the monetary recompense, the interactions are good research for life simulation games like Brookhaven

Attractive price: The stock is still 33% lower than its 52 week high of $150, and quotes just 8x sales, growing at conservative estimates of 20-21%.

Just started: The total addressable market for global is $180Bn, according to Roblox, and at $6Bn in sales Roblox is just a tiny percentage, and more importantly a clear leader in its own segment.A rising age group, with 44% of users over 16, should also boost earnings as this continues to increase.

I believe Roblox can increase its market share two ways, a ) with the continued growth of the Youtube user generated content model at the expense of studio games, and b) with the proliferation of better hits such as Grow a Garden, Steal a Brainrot, and Fishit!

According to Barrons:

“Grow a Garden was made in a few days by an anonymous teenager. Compare that to the decade-plus that Take-Two Interactive Software has been working on its next version of Grand Theft Auto. The game, which has cost an estimated $1 billion to $2 billion to make, has been beset by delays, much to the chagrin of shareholders. The latest delay, announced in early November, erased $3.8 billion from the company’s market value in one day. Roblox, meanwhile, churns out new viral hits that are reaching ever-higher levels of popularity. Steal a Brainrot, an irony-filled game in which players collect fantastical creatures, became Roblox’s third-most played in just six months. Other hot games are 99 Nights in the Forest, in which players try to survive killer deer and Grow a Garden, which is exactly as it sounds. The latest hit is Fish It!, which has been steadily rising up the charts for a year. These titles build on the success of 2020 hit Brookhaven, where kids role-play life in the titular suburb. In total, the game has been played 75 billion times since it was launched.”

When I had analyzed TakeTwo a few months ago, I had posited that Roblox was the future trend and continue to believe that this company has miles to go and can easily double in three years.

Challenges:

Safety, regulatory, and legal compliance: Roblox’s young user base exposes it to intense scrutiny around child safety, content moderation, and predatory behavior risks; multiple state‑level legal actions and potential penalties will limit valuation benchmarks. Management has committed to heavy ongoing investment in safety systems (including AI‑based age estimation and age‑segregated chat), which supports the long‑term thesis but also pressures near‑term margins, particularly in 2026.​  Despite improving tools, inappropriate content, bullying, or bad‑actor behavior can still surface, and each high‑profile incident risks backlash. At the same time, continued capex for infrastructure, safety, and R&D means the business will operate with elevated expense intensity, making it more vulnerable if bookings growth decelerates faster than expected.

Capex and product development: The focus on spending led to a sharp post earnings drop, which in my opinion screams opportunity. Dumping a stock because it spends to build better products, and provide guard rails to protect teenagers is pretty asinine in my opinion, and I welcome the dip.

There will be some short term pressure on profit margins, but these are long-term healthy moves to improve its franchise. While management acknowledges these policy changes may cause "short-term friction" to users and bookings , the strategic return on this investment is substantial. A verified, age-segmented user base—particularly the 13+ and 18+ cohorts—is a prerequisite for unlocking major, high-margin commercial revenue streams. Large, blue-chip advertisers and brands require assurance regarding the demographics they are engaging with before committing significant marketing spend to the platform’s immersive commerce spaces. Management had this to say on their October earnings call:

 Bookings have grown faster than our ability to deploy the appropriate growth investments,” Naveen Chopra, Roblox’s chief financial officer, said on the company’s earnings call in October. “But I think those investments really should give everyone even more confidence in our ability to continue to deliver sustainable long-term growth.

Valuation: The stock out-performed the market in the past year returning 89%, but still sports a conservative forward P/Sales ratio of only 8, with a a sales les Growth of 21% giving it a P/S Growth 0.4, which in my opinion is low. While it still doesn't break even on a GAAP operating basis its Cash Flow Margin was 40%, very impressive, allowing it to finance product development.