Two games made with AI have reached Roblox’s top 20, CEO David Baszucki said in an interview with Ben Thompson of Stratechery published November 12, 2026. He called AI “a human paintbrush accelerator” rather than a replacement for game makers, and said Build, Roblox’s phone tool for making games from text descriptions, is not yet live in the U.S.
Baszucki said he believed Canada had gone live that day and named Serbia and New Zealand as test markets. Roblox’s third-quarter shareholder letter lists alpha launches in New Zealand, Singapore, Serbia and Thailand, with no mention of Canada. Baszucki spoke of thousands of Build games; the letter counts over 70,000, from more than 500,000 users.
How much of Roblox’s top tier do AI-made games hold? The letter says Break and Steal an Egg and Huss Valley were “created almost entirely with AI” and both entered the top 20 by concurrent players in the quarter. Two of 20 is 10% of those slots (2 ÷ 20 = 0.10), and entering the list doesn’t show how long either stayed. Its figure that over 80% of the top 100 games by hours used AI tools counts assistance, not authorship. Neither the interview nor the letter says how many hours or how much spending AI-made games account for.
Roblox’s own Cube model generates 3D objects on Roblox’s hardware, and Build also uses frontier and open-source models to balance cost against capability.
Roblox Everywhere will let creators release games as standalone apps on mobile, PC and consoles. Baszucki calls converting existing games to Roblox’s architecture “Robloxification,” and said the economics for direct app-store publishing haven’t been shared.
Roblox is testing skippable pre-roll video ads of five-plus seconds during game loading, having pulled 30- to 45-second versions years ago. Creators using the AI tools, he said, are buying more in-platform ads to find their first players.
Baszucki named adults as the fastest-growing group. The letter’s figures cover only age-checked users: those 18 and over were 29% of global age-checked daily active users and 37% in the U.S. in the third quarter of 2026, up from 27% and 33% in the second quarter. By quarter’s end, 64% of global daily users had completed a check, a rollout running alongside the child-safety lawsuits Roblox faces in federal court. Total daily active users fell 9% year over year to 138 million.
Roblox plans a broader Build rollout later in 2026, with a free base tier, and expects to publish select top games through Roblox Everywhere in the first half of 2027.