The result is impressive even for the platform itself: at the beginning of 2025, its peak barely reached a quarter of the current figure. The explosive growth is explained by the popularity of two user-created games, Grow a Garden and Steal a Brainrot. If these names don't ring a bell, it's not surprising: the main audience of Roblox is children under 13 years old.
Against the backdrop of the record, questions about the safety and data protection of young players are resurfacing. Analyst James Puerell wrote on LinkedIn:
"While the corporation struggles with reputational problems, developers like Jandell (Grow a Garden) and Sammy (Steal a Brainrot) are creating projects that millions of children play every day. They are the ones driving the platform forward."
He added:
"Yes, Roblox needs to do better on safety issues. But it is the content creators who retain 47 million players. The real engine of growth is the community, not the corporation."
Today, Roblox can no longer be called just a game — it is a full-fledged ecosystem where content is created by players. The scale of the platform is comparable to entire ecosystems like Steam, PlayStation, or Xbox.