Roblox
News, coverage and analysis tracking Roblox across the outlets.
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Xbox CEO Asha Sharma wants the company to "entertain more than a billion people" every day: here's why that's a deeply unrealistic thing to say
Xbox CEO Asha Sharma stated her ambition for the company to entertain over a billion people daily, a goal that significantly exceeds current industry peaks like Fortnite and Roblox. This statement follows news of Xbox studios splitting off and approximately 3,600 layoffs. While challenging, Sharma believes this can be achieved, potentially leveraging King's mobile success with Candy Crush to reach the ambitious target.
PlayStation Store: June 2026’s top downloads
The PlayStation Store has revealed the top downloaded games for June 2026 across PlayStation 5, PlayStation 4, and PlayStation VR2. Escape the Backrooms dominated the charts in both US/Canada and EU regions for PS5, while other backroom-themed titles also performed well on PS VR2. The free-to-play charts featured popular titles like Fortnite, Roblox, and Call of Duty: Warzone.
Massively Overthinking: Unbundling the MMORPG genre, 12 years later
Industry figures like Raph Koster discuss the 'unbundling' of the MMORPG genre, where its core components like live services and subscription models have been adopted by other game genres. The article explores what truly defines an MMORPG in the current landscape, with contributors suggesting elements like persistent virtual worlds, community, and a unique 'glue' holding disparate game elements together, rather than just player count.
Roblox Reveals 18+ Game Plans
Roblox is launching an incubator program to develop six new games rated for 18+ audiences. This initiative aims to expand the platform's content offerings by partnering with developers for a six-month program, with one revealed project being an extraction game.
"I literally built an investment firm that wouldn't have funded my own pitch" – Why the money isn't reaching the games that need it
A workshop at the Madeira Games Summit revealed a significant gap between game developers and investors, leading to funding being concentrated on established companies and risk-averse projects. Participants, including former PlayStation executive Adam Boyes, found that when tasked with designing investment funds, they prioritized tools and infrastructure over traditional game content. The core issue identified is a difference in mindset and communication, with developers needing to articulate financial returns more effectively to secure investment for original games.
Tim Sweeney says only hope for new games is to 'connect to economies of other games'
Epic Games CEO Tim Sweeney believes that connecting virtual economies between different games is the only way for new titles to succeed against established giants like Fortnite and Roblox. He suggests that enabling players to transfer in-game items and investments across games, even those from different companies, will reinvigorate the market and drive player engagement towards in-game purchases over buying full games.
Tencent reportedly negotiating exits from various Japanese studios including Marvelous
Tencent is reportedly negotiating to sell its minority stakes in several Japanese game studios, including Marvelous, potentially at a loss. Investments in PlatinumGames, FromSoftware, and Kadokawa Corporation are unaffected. The company is shifting its focus towards user-generated content games and its existing portfolio teams.
After Years of Live-Service Chasing, Single-Player Games Are Winning Again
The article discusses the shift in the gaming industry from a strong focus on live-service games back towards single-player experiences. While live-service games can be highly lucrative, many publishers struggled to implement them successfully, leading to a resurgence in demand for complete, finished single-player titles. This trend is evident in recent showcases from Sony and Xbox, which highlight promising single-player games as key platform definers.
The videogame market is as big as ever, with PC leading growth—global games revenue surpassed the $200 billion…
The global games market surpassed $200 billion in 2025, driven primarily by PC revenue growth. While console and mobile markets also saw increases, PC's diverse game offerings and microtransaction success led the surge. Despite industry consolidation and layoffs, overall market revenue continues to climb.
Newzoo: Global games market made over $200bn in 2025
The global games market generated over $200 billion in revenue in 2025, marking a 9.1% year-on-year increase. Mobile gaming accounted for 56% of this revenue, while PC and console gaming each took 22%. China and the United States were the largest markets, contributing over half of the global spending.
"One view of the future is that Roblox grows and eats gaming" - Epic Games boss Tim Sweeney delivers impassioned speech about the future of gaming
Epic Games CEO Tim Sweeney delivered a speech at the State of Unreal event, expressing concern over the rising costs and failing audiences in the AAA game business. He highlighted the growing importance of social gaming experiences and user-generated content platforms like Roblox, suggesting they represent a significant shift in the industry's future. Sweeney also discussed Epic's vision for a connected ecosystem powered by Unreal Engine, despite the company itself facing layoffs.
Quoteworthy
Epic Games CEO Tim Sweeney stated that Unreal Engine has the potential to disrupt the gaming landscape dominated by platforms like Roblox. He believes Unreal Engine offers a more robust and versatile solution for game development.
'It feels to many like a tidal wave is sweeping over the AAA game business,' says Epic CEO Tim Sweeney in his…
Epic Games CEO Tim Sweeney described the current AAA game business as facing a "tidal wave" due to escalating development costs and a high failure rate for major releases. He contrasted this with the success of platforms like Roblox and proposed Epic's vision of a connected metaverse ecosystem built on Unreal Engine as a more developer-friendly alternative.
Roblox Select Releases Globally: All Safety Details
Roblox Select has launched globally, introducing age-appropriate access to games and features alongside Roblox Kids. The platform now uses age-check systems to place users into applicable experiences and has implemented new chat safety features. Users must complete age verification to chat, with different account types (Roblox Kids, Roblox Select, Roblox) assigned based on age and verification status, all supported by enhanced parental controls.
Roblox needs to protect children, so its rollout of Roblox Kids and Roblox Select accounts is welcome
Roblox has launched new age-based account types, Roblox Kids and Roblox Select, globally to enhance child safety. These accounts implement stricter communication limits and improved parental controls tailored to different age groups, with features evolving as users turn 16. The move aims to create more age-appropriate experiences on the platform, despite some controversy surrounding the third-party age verification vendor.
Game Crossovers and Collaborations
NASCAR is launching an update for its Roblox experience, Driving Empire, which will feature a San Diego Military Base track ahead of a real-world race. Separately, the director of the game Obsession expressed openness to a video game movie adaptation.
Roblox rolls out its new age-gated account tiers globally
Roblox is globally rolling out new age-gated account tiers as part of its ongoing efforts to enhance online safety for younger users on its platform. This feature aims to provide a more secure environment tailored to different age groups.
Roblox introduces age-based kids accounts in response to UK social media ban
Roblox is launching age-based account types, Roblox Kids and Roblox Select, to enhance online safety for younger users. These accounts introduce stricter restrictions on features like in-game chat and content sharing, aligning access with age. The move follows the UK government's announcement of legislation to ban under-16s from social media and implement new online gaming rules.
The UK's dramatic under-16 social media ban will also apply to "gaming services", but at least they're not coming for multiplayer
The UK government has announced a ban on social media platforms for individuals under 16, which will also extend to certain gaming services, set to take effect in spring 2027. While multiplayer gaming will not be affected, the government is considering age-gating access to gaming sites. The ban aims to protect children from harmful online content and manipulative algorithms, drawing parallels to similar regulations in Australia.
UK Prime Minister Keir Starmer targets online gaming in under-16 social media ban
UK Prime Minister Keir Starmer announced plans to ban social media and restrict online gaming features for individuals under 16. The proposed legislation aims to prevent children from communicating with strangers through in-game chat or livestreams, with specific measures to be implemented by game developers and regulated by Ofcom. The government intends to pass these regulations before the end of 2026, with enforcement expected in early 2027.