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Roblox’s Grow a Garden had nearly 22 million concurrent users in July

Roblox-based game Grow a Garden has tipped the scales in the company’s financials during Q2 2025, becoming the top experience based on spending within one month of release.

As reported in today’s financial results, Grow a Garden surpassed Fortnite’s existing record of 15.3 million concurrent players with nearly 22 million users in July. The free-to-play farming simulator idle game was released on March 25, originally created by a 16-year-old anonymous user, has been an important addition to Roblox’s portfolio.

Roblox Corporation said that its platform experienced “broad-based strength,” highlighted by the emergence of what it considers to be viral hits. “The success of Grow a Garden is not an accident,” the company’s shareholder letter reads. “Grow a Gardenʼs tremendous growth and engagement benefited from investments and innovations weʼve made on a consistent basis. Our ongoing focus on raw performance and quality, discovery, and investments in the virtual economy continue to create conditions for creators to succeed at this scale.”

According to the announcement, three out of the company’s top 10 experiences (as measured by player spending via in-app currency Robux) were released in the last 12 months, including Grow a Garden as well as Steal a Brainrot and Dead Rails.

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At a quick glance, the impact of those games is noticeable in the financial report, with revenue being $1.1 billion (up 21 percent year-over-year) and daily active users across the whole platform around the staggering 111.8 million figure, up 41 percent year-over-year. But there was a significant net loss as well, with losses being higher than predicted: $279.8 million compared to $207.2 million in Q2 2024. In regard for the guidance of the 2025 fiscal year, the projected consolidated net loss sits at around $1.2 billion, which is also higher than prior guidance.

The company added disclaimers for each of the latter two points, attributing net loss due to a “timing mismatch of deferred revenue recognition and immediate operating expense recognition.”

According to Roblox, the vast majority of Q2 bookings outperformance is “deferred and will be recognized as revenue over the estimated average lifetime of a paying user,” which was 27 months during Q2 2025. Meanwhile, the primary operating costs “outpaced” recognized revenue as the company’s business scaled, resulting in a net loss increase. Regarding the consolidated net loss, the company points to this being the result of the raise in bookings outlook for the 2025 fiscal year.

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It’s interesting to compare the use of these disclaimers against the financials report of Q1 2025. Back then, the company pointed out that its consolidated net loss ($216.3 million) was “better than the high end” of its guidance range of $287 million-$267 million, and “an improvement” over consolidated net loss in Q1 2024 of $271.9 million.

Meanwhile, also in Q1 2025, the net cash and cash equivalents by operating activities were $443.9 million, up 86 percent year-over-year, while free cash flow totalled $426.5 million and up 123 percent year-over-year. But the company attributed a benefit from the delay of a $30 million payout to a developer, which was moved to Q2. “Had we made this particular payment in Q1 2025 as originally intended, operating cash flow for the quarter would have been $413.9 million and free cash flow would have been $396.5 million,” the company said at the time.”

The rise of Grow a Garden isn’t a one-person success story

While it’s clear that Roblox is relying on hits like Grow a Garden, there are some important facts to take into consideration outside of financials alone. In the case of Grow a Garden, Roblox developer Janzen “Jandel” Madsen acquired part of the game to continue developing it with a team of developers. Then, Florida-based company Do Big Studios acquired a minority share. This, according to Business Insider, led to a bigger focus on monetization, with in-app purchases offering the chance to increase the pace of its idle element.

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When taking into consideration that roughly 40 percent of the playerbase is below the age of 13, the push for monetization raises ethical questions. Last year, Sky News reported that a network of illegal casinos was allowing children to gamble using their Roblox accounts. Inside the platform itself, as The Guardian reported, people have claimed that children have been exposed to grooming, pornography, violent content, and abusive speech. In August 2024, the Turkish government banned Roblox over alleged child exploitation.

Speaking to the BBC, co-founder and CEO Dave Baszucki insisted that the company is vigilant in protecting its user base, with “tens of millions” having “amazing experiences” across the platform. When asked about parents’ concerns about letting their children use the platform, Baszucki said: “My first message would be, if you’re not comfortable, don’t let your kids be on Roblox.”

Grow a Garden is definitely the kind of success story Roblox Corporation sells about its users—making games that attract millions of players and that can be the foundation for their career or financial future. It will be worth watching if any developers can achieve that success without selling their game to someone like Madsen or Do Big Studios.

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