Roblox is big. Bigger than Minecraft big. The massively multiple online title has been around since 2006, but the game has been achieving a crazy amount of momentum of late. On Friday, it announced that it’s grown past 100 million monthly active users, pushing past Minecraft, which is currently in the (still impressive) low-90s. Here’s the service’s dizzying growth since February 2016, who it was hovering around 9 million players. That’s more than 10x growth in a three and a half year span. User-Generated content is a big part of that number, and the company notes that it has around 40 million user created experiences in the game at present. Sources: TechCrunch, VentureBeat, Roblox “We started Roblox over a decade ago with a vision to bring people from all over the world together through play,” founder and CEO David Baszucki said of the big new round number. “Roblox began with just 100 players and a handful of creators who inspired one another, unlocking this groundswell of creativity, collaboration, and imagination that continues to grow.” The company behind the game has also been pumping some big money into development. It paid $30 million in 2017 and $60 million in 2018. Next week, it will be hosting hundreds of attendees at its fifth Roblox Developer Conference. Per the new numbers, around 40 percent Roblox users are female, with players spread out across 200 countries.
Kids gaming platform most recently , has reached a new milestone of 90 million monthly active users, the company on Sunday. That’s up from the 70 million monthly actives it at its last funding round — a $150 million Series F announced last fall. The sizable increase in users is credited to Roblox’s international expansion efforts, and particularly its more recent support for the French and German languages. The top 150 games that run on the Roblox platform are now available in both languages, along with community moderation, customer support and parental resources. The gaming company also has been steadily growing as more kids join after hearing about it from friends or seeing its games played on YouTube, for example. , it has become a place that kids go to “hang out” online even when not actively playing. The games themselves are built by third-party creators, while Roblox gets a share of the revenue the games generate from the sale of virtual goods. In 2017, Roblox paid out $30 million to its creator community, and later said that in 2018. It says that players and creators now spend more than a billion hours per month on its platform. Roblox’s growth has not been without its challenges, however. Bad actors last year subverted the game’s protections to — a serious problem for a game aimed at kids, and a PR crisis, as well. But the company addressed the problem by quickly securing its platform to prevent future hacks of this kind, apologized to parents, banned the hackers and soon after a “digital civility initiative” as part of its broader push for online safety. Months later, International expansion was part of the plan when Roblox chose to raise additional funding, despite already being . As CEO David Baszucki explained last fall, the idea was to create “a war chest, to have a buffer, to have the opportunity to do acquisitions,” and “to have a strong balance sheet as we grow internationally.” The company soon made good on its to-do list, in October 2018 when it picked up the app performance startup, PacketZoom. It also followed Minecraft’s footsteps , and has since been working to make its service available to a global base of users. On that front, Roblox says Europe has played a key role, with millions of users and hundreds of thousands of game creators — like those behind the Roblox games “Ski Resort” (Germany), “Crash Course” (France) and “Heists 2 (U.K.). In addition to French and German, Roblox is available in English, Portuguese and Spanish, and plans to support more languages in the coming months, it says. But the company doesn’t want to face another incident or PR crisis as it moves into new countries. On that front, Roblox is working with digital safety leaders in both France and Germany, as part of its Digital Civility Initiative. In France, it’s working with e-Enfance; and in Germany, it’s working with Unterhaltungssoftware Selbstkontrolle (USK). Roblox also added USK’s managing director, Elisabeth Secker, to the company’s . “We are excited to welcome Roblox as a new member to the USK and I’m honored to join the company’s Trust & Safety Advisory Board,” said Elisabeth Secker, Managing Director of the Entertainment Software Self-Regulation Body (USK), in a statement. “We are happy to support Roblox in their efforts to make their platform not only safe, but also to empower kids, teens, and parents with the skills they need to create positive online experiences.”