![]() ![]() The huge increase in revenue this year to last year ($238.7m or 68%) is mostly due to COVID but is great to see. This is not uncommon for a tech company, so that, along with the $800m they have in cash and cash-equivalent assets, means there is no cause for alarm. Most obviously that Roblox are losing a lot of money. This could be a huge untapped market, how many more mature age targeted games do you know? Another interesting thing to see is that 30% of the player base is over 17. Gone are the days where devs should focus on the desktop experience if they want to reach the majority of the player base. We all knew it was growing but the rate at which it has eclipsed desktop is astounding. I think the biggest take away from this is just how big of a market mobile is now. Moving forward it will be good to have some transparency in the operation of Roblox. It's been great to be able to have a deep dive in to some of the information that has previously been kept secret. Just thought I'd take you through a bit of the interesting information I found in the SEC filing for the Roblox IPO that was recently made public.
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