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← all stories games 3 sources · Jun 19 ·

Roblox Reports 144 Million DAU, $1.5 Billion in Creator Payouts for 2025

The presentation frames Roblox as a practical training ground and global distribution channel where IP owners like Kodansha can expand their audience with minimal marketing cost, a model that challenges traditional game publishing economics.

Key Facts

  • Roblox reported 144 million daily active users in 2025, a 69% year-over-year increase.
  • Total creator payouts on Roblox are projected to reach $1.5 billion in 2025.
  • Kodansha's 'Blue Lock' IP on Roblox surpassed 1 million concurrent users within three months of release, with cumulative gameplay of 4.7 billion times and a community of 31 million users.
  • A survey of 214 Korean Roblox creators found that 56% of those affiliated with game studios said Roblox success was a deciding factor in hiring.

Reporting from 3 sources: GAME Watch (Impress), 4Gamer.net, GameBusiness.jp.

Roblox Reports 144 Million DAU, $1.5 Billion in Creator Payouts for 2025

At the Nexon Developers Conference 26 (NDC26) in Korea, Roblox Korea representatives Song Ju-hyun and Ko Myung-jae presented the platform's latest metrics and strategy. Roblox now has 144 million daily active users, a 69% year-over-year increase, with Korean DAU up 47% and the number of Korean revenue-generating creators up 60%. Total creator payouts for 2025 are projected to reach $1.5 billion. The presentation detailed Roblox's creator ecosystem, including the Jumpstart program for beginners and the Incubator program for experienced studios. Ko Myung-jae noted that 84% of surveyed Korean creators used Roblox to showcase portfolios, and 70% of those affiliated with game studios said Roblox success helped in hiring. The latter half covered the IP Licensing Program, which allows IP owners to register their properties and receive a portion of revenue from UGC games. Examples cited include Netflix's "Squid Game," Sega's "Like a Dragon," and Kodansha's "Blue Lock," the latter of which surpassed 1 million concurrent users within three months of release on Roblox, with cumulative gameplay reaching 4.7 billion times and a community of 31 million users.

Song Ju-hyun and Ko Myung-jae presented at the Nexon Developers Conference 26 (NDC26) in Korea. Ko Myung-jae described Roblox as "not a company that provides games, but a place where anyone can make games." He said the platform follows a natural flow of "play → create → publish → iterate → grow."

A survey of 214 Korean creators found that 41% started self-taught and 39% learned through communities. The top reason for continuing content creation was "being able to immediately publish what you make to the world." 56% of creators affiliated with game studios said Roblox success was "a deciding factor in hiring." Ko Myung-jae said Roblox "is no longer just a playground; it has become a place for practical training."

Three Korean success stories were highlighted. "Sol's RNG" by Sol's Studio, created by middle and high school brothers, grew from a community of 12 million to sales worth tens of billions of won and over 1.8 billion cumulative visits. "UNTITLED RPG GAME" by Lunar's Studio, started by a high school student working alone, gained experience through over 70 experiences. "Prism Runway Show" by LILY LIFFY, a joint creation by a university professor and students, is a dress-up fashion game with over 30,000 concurrent users.

On the IP Licensing Program, Song Ju-hyun said the process is "as easy as signing up for a website." IP owners fill out forms for ownership verification, reference assets, and revenue distribution strategy. The distribution ratio is determined by the owner. Regarding "Blue Lock," Kodansha invested almost no marketing costs. "The ability for local brands to go global without cost burden is the most disruptive innovation of IP licensing," the presentation stated.

In the Q&A session, when asked about handling user backlash if a popular game like "Blue Lock" ends service without permission, the response was: "As a UGC platform, we do not have direct measures for churn from specific games. We support amicable resolution within the community." On revenue skewing toward large companies, the presenters noted that many teams of five or fewer people create hits and share revenue.

Synthesized by Yomimono from the 3 cited sources below, including Japanese-language reporting where cited, then editorially reviewed before publishing.

Sources