The "child safety measures" was dividing the playerbase into age groups and banning almost all communication between them. The age groups are under 9, 9–12, 13–15, 16–17, 18–20, and 21+. Users only speak to other players ±1 age group, so 18-20 can speak to 16-17 or 21+.
The problem is almost every game on Roblox is social and the matchmaking isn't mature enough to ensure players in a lobby can all communicate.
My favourite is "generic roleplay gaem". The main fun is inciting riots against the leader or forming alliances to do raids. I could join a game and within half-an-hour I'd be engaged in drama, since Roblox incentivizes ephemeral lobbies with random people meaning I don't need a lengthy time commitment to form an alliance.
But I can no longer do that because I am 25 years old and the lobbies are too young. Heck, I'd rather play that game with only other users over 18+ because I could swear and be more toxic. But the matchmaking system literally makes that impossible.
I've had the same Roblox account for 18 years and have spent tens of thousands of Robux on the platform. I let Roblox scan my passport even, so they know who I am. Even though I own nearly 1000 Steam games, Roblox still filled my desire for low-commitment social games I could jump into on my phone or computer if I had a few hours of downtime. Now it is effectively unplayable.
I'm in favour of child safety. But these measures were implemented poorly and needed to be paired with matchmaking to not destroy the platform.
> these measures were implemented poorly and needed to be paired with matchmaking to not destroy the platform
I see these as orthogonal issues.
Your mathmaking gripe sounds legitimate, and is probably driven by Roblox's low 21+ user numbers. That would be expected to change over time. At the same time, I'm not seeing a great argument for why these folks should continue to have unfettered access to kids under 14.
If communication was proactively filtered to prevent bad actors (which Roblox obviously failed to do for years), why should it matter if an adult is playing a game with a kid they don't know?
> why should it matter if an adult is playing a game with a kid they don't know?
My main problem is the kid is playing a game with significant social-media (and gambling) components. That's orthogonal to the question of who is playing with whom, which I agree, is theoretically solvable with better filters.
"While our aggressive push to enhance safety lowers our expectations for topline growth in 2026, it makes our platform fundamentally better and amplifies the long-term growth potential of Roblox through more effective content targeting, tailored communication experiences, and improved community sentiment," the company wrote in its letter to shareholders.
Man, I watched a couple segments of their people being interviewed (Creative Director, IIRC) and I have to agree with you, actual ghouls in sheep clothing.
The Internet Comment etiquette episode on Roblox Is both hilarious and so concerning.
Investors are hilarious. What’s better: more investment in child safety measures so that a company remains a long term product that parents allow their children on, or no safety measures to increase profit so that parents stop letting their kids be on the platform, thereby killing long term viability of the product?
Quarterly thinking is the bane of the health of corporate America.
In this case, "child safety measures" includes not just "stopping child predators," but also "not letting kids use their parents' credit card to buy $500 of Robux" and "not letting underage users buy lootboxes, aka gambling".
It's completely understandable that the company, which profits off children, putting in measures making it harder to profit off children, would lower both its long and short-term valuations.
Markets are future discounting machines. A stock price does not reflect the current economic reality, but rather the present-day anticipation of how that company will perform in the future. Adding more friction to user experience and onboarding seems like a legitmate concern for retention and growth. The collective thinks this won't be good for future earnings, and I'd be curious to hear why you think otherwise.
"According to the company, 73% of age-checked daily active users on Roblox were under 18, with 35% under 13 as of Jan. 31."
The story under the story seems to be Roblox has lost plausible deniability.
With increasing–and, in my view, inevitable–calls for age gating social media, these data mean between a third and three quarters of Roblox's users could soon be banned from monetisation or banned entirely from their platform.
> Isn't Roblox inherently for children, hence they'd want to ban the adults?
Two thirds of Americans believe in "setting limits on how much time minors can spend on social media" [1]. Where we have limited polling, a similar fraction support "banning social media use for all kids under 14" [2].
This is the second time in the last month that Hindenburgh's reports appear to be prophetic. Previously, they called out Backblaze before the company began harming its own product.
Hindenberg's 2024 report titled "Roblox: Inflated Key Metrics For Wall Street And A Pedophile Hellscape For Kids": https://hindenburgresearch.com/roblox/
> I wish games can just stay games like Valve does and not grow and grow and grow into public companies.
Valve is a very interesting example to use here, I don't think of them as a game company anymore. They run Steam but I can't remember the last game they actually released?
Half life alyx and their push for openVR has made a big impact in that part of the gaming world.
But yeah, their games are just as filled with lootbox, crates, skin garbage as other low effort money grabs; saving grace being its all cosmetics only (and they’re private about their financials).
There was a time 5-10 years ago where Roblox was going on a ex-FAANG hiring spree and folks on Blind were pulling in insane salaries (probably still pay amazing).. but to work for fucking Roblox. Truly a "these are not my people" moment.
I wouldn't connect those things too closely, nor to the broader legislative efforts to ban pornography and monitor everyone's messages. Roblox has been a special hell of predatory interactions for a very long time now, and the walls may finally be coming down...
This is far more reaching than just Roblox, essentially all forms of online access where kids ("kids" most often being defined 15 and under) can hangout and communicate are rapidly being restricted. Facebook, instagram, tiktok, snapchat, whatsapp, discord, roblox, fortnite, steam, etc.
Obviously some companies have sketchier pasts and are feeling the pressure more, but this is a very broad trend of restricting online access and communication.
Most of the companies you've listed have been horrible at keeping kids safe - they simply don't care. I'm all for kids communicating and having fun, but we have to actually want to create safe ways to do both.
It’s abrupt only if you are unaware of safety challenges and issues in children’s gaming in the past decade.
Moderating user generated games is a kafkaesque joke. It’s not just text, audio, or video. It’s all of those combined in an interactive environment which can include trigger conditions - and one category of games is escaping from mazes.
Since it’s kids, you will end up with maps based on actual schools, combined with violence, on your mod que.
The list of horrifying stuff that happens frequently is quite long, and it’s unfortunate how unaware most people seem to be about it.
School maps, takes me back, I made them back in the day myself. Fact is kids spend so much time at school and it’s their social life as well. Of course in my day it was made by kids for kids, not by grooming adults.
The "child safety measures" was dividing the playerbase into age groups and banning almost all communication between them. The age groups are under 9, 9–12, 13–15, 16–17, 18–20, and 21+. Users only speak to other players ±1 age group, so 18-20 can speak to 16-17 or 21+.
The problem is almost every game on Roblox is social and the matchmaking isn't mature enough to ensure players in a lobby can all communicate.
My favourite is "generic roleplay gaem". The main fun is inciting riots against the leader or forming alliances to do raids. I could join a game and within half-an-hour I'd be engaged in drama, since Roblox incentivizes ephemeral lobbies with random people meaning I don't need a lengthy time commitment to form an alliance.
But I can no longer do that because I am 25 years old and the lobbies are too young. Heck, I'd rather play that game with only other users over 18+ because I could swear and be more toxic. But the matchmaking system literally makes that impossible.
I've had the same Roblox account for 18 years and have spent tens of thousands of Robux on the platform. I let Roblox scan my passport even, so they know who I am. Even though I own nearly 1000 Steam games, Roblox still filled my desire for low-commitment social games I could jump into on my phone or computer if I had a few hours of downtime. Now it is effectively unplayable.
I'm in favour of child safety. But these measures were implemented poorly and needed to be paired with matchmaking to not destroy the platform.
> these measures were implemented poorly and needed to be paired with matchmaking to not destroy the platform
I see these as orthogonal issues.
Your mathmaking gripe sounds legitimate, and is probably driven by Roblox's low 21+ user numbers. That would be expected to change over time. At the same time, I'm not seeing a great argument for why these folks should continue to have unfettered access to kids under 14.
If communication was proactively filtered to prevent bad actors (which Roblox obviously failed to do for years), why should it matter if an adult is playing a game with a kid they don't know?
> why should it matter if an adult is playing a game with a kid they don't know?
My main problem is the kid is playing a game with significant social-media (and gambling) components. That's orthogonal to the question of who is playing with whom, which I agree, is theoretically solvable with better filters.
Oh, I misunderstood. When you said "these folks" I assumed you meant older users, as opposed to Roblox corporation. Cool we're in agreement.
Man, I watched a couple segments of their people being interviewed (Creative Director, IIRC) and I have to agree with you, actual ghouls in sheep clothing.
The Internet Comment etiquette episode on Roblox Is both hilarious and so concerning.
https://youtu.be/ROG5V0tSuA0?si=iHjWlBy1dE1NtlsK
That interview of their CEO with the NYT from last year was insane. If you've never seen it: https://www.youtube.com/watch?v=XpIXRgMlPo4
> interview of their CEO with the NYT
Do you have a source from the New York Times? (EDIT: Nvm.)
Second EDIT: the CEO reminds me of the energy vampire from What We Do in the Shadows.
Maybe they edited their comment after you saw it, but they included a link to a video from the NYT YouTube channel.
That video is from the New York Times official account.
Oh whoops, didn't recognize the Hard Fork brand. My bad.
Just about anything can be claimed to maximize shareholder profits in the long term. This is an illustrative example of how it's done.
Whether it actually turns out that way is another question.
Investors are hilarious. What’s better: more investment in child safety measures so that a company remains a long term product that parents allow their children on, or no safety measures to increase profit so that parents stop letting their kids be on the platform, thereby killing long term viability of the product?
Quarterly thinking is the bane of the health of corporate America.
In this case, "child safety measures" includes not just "stopping child predators," but also "not letting kids use their parents' credit card to buy $500 of Robux" and "not letting underage users buy lootboxes, aka gambling".
It's completely understandable that the company, which profits off children, putting in measures making it harder to profit off children, would lower both its long and short-term valuations.
So are you buying Roblox hand over fist? Didn't think so.
It's easy to talk big, it's hard to beat the supposedly stupid, myopic market.
Possible that there aren't measures that will actually achieve long-term safety while maintaining a highly popular platform?
Those profits, if they happen, will be delayed, so it means they aren't worth quite as much.
Markets are future discounting machines. A stock price does not reflect the current economic reality, but rather the present-day anticipation of how that company will perform in the future. Adding more friction to user experience and onboarding seems like a legitmate concern for retention and growth. The collective thinks this won't be good for future earnings, and I'd be curious to hear why you think otherwise.
It's not even quarterly thinking, it's castles in the sky speculation about what the market thinks the market will react to.
"According to the company, 73% of age-checked daily active users on Roblox were under 18, with 35% under 13 as of Jan. 31."
The story under the story seems to be Roblox has lost plausible deniability.
With increasing–and, in my view, inevitable–calls for age gating social media, these data mean between a third and three quarters of Roblox's users could soon be banned from monetisation or banned entirely from their platform.
Don't you have it backwards?
Isn't Roblox inherently for children, hence they'd want to ban the adults?
> Isn't Roblox inherently for children, hence they'd want to ban the adults?
Two thirds of Americans believe in "setting limits on how much time minors can spend on social media" [1]. Where we have limited polling, a similar fraction support "banning social media use for all kids under 14" [2].
Joe Camel [3] was also intended for children.
[1] https://www.pewresearch.org/short-reads/2023/10/31/81-of-us-...
[2] https://www.yahoo.com/news/articles/poll-most-mass-voters-su...
[3] https://en.wikipedia.org/wiki/Joe_Camel
Roblox has long been known as a pedo farm, and talks with friends actually with kids all know it, so I don't know how it's still even around.
This is the second time in the last month that Hindenburgh's reports appear to be prophetic. Previously, they called out Backblaze before the company began harming its own product.
Hindenberg's 2024 report titled "Roblox: Inflated Key Metrics For Wall Street And A Pedophile Hellscape For Kids": https://hindenburgresearch.com/roblox/
More safety = less sales, got it, nothing to worry about here, parents.
The market valuates Roblox child abuse at almost a billion dollars?
Good.
I am curious why does Roblox even exist?
This shouldn’t even be a business, let alone a public company.
I wish games can just stay games like Valve does and not grow and grow and grow into public companies.
> I wish games can just stay games like Valve does and not grow and grow and grow into public companies.
Valve is a very interesting example to use here, I don't think of them as a game company anymore. They run Steam but I can't remember the last game they actually released?
Technically it's not released yet but deadlock has 75k people playing as of writing this comment.
https://steamdb.info/app/1422450/charts/
Half life alyx and their push for openVR has made a big impact in that part of the gaming world.
But yeah, their games are just as filled with lootbox, crates, skin garbage as other low effort money grabs; saving grace being its all cosmetics only (and they’re private about their financials).
There was a time 5-10 years ago where Roblox was going on a ex-FAANG hiring spree and folks on Blind were pulling in insane salaries (probably still pay amazing).. but to work for fucking Roblox. Truly a "these are not my people" moment.
God forbid people want to work on video game stuff instead of for an advertising company.
Roblox is open buffet for pedos for YEARS.
These corporations don't give a sh...
Only thing you can do is to petition your lawmakers to ban whole platform.
Safety measures will always be a joke. Open chat/voice chat, "Hi, connect to my discord" -> all safety measures bypassed.
But at the end of the day, this a parenting problem.
Funny how the world abruptly decided kids shouldn't have social interactions online right as AI chatbots took off.
I wouldn't connect those things too closely, nor to the broader legislative efforts to ban pornography and monitor everyone's messages. Roblox has been a special hell of predatory interactions for a very long time now, and the walls may finally be coming down...
This is far more reaching than just Roblox, essentially all forms of online access where kids ("kids" most often being defined 15 and under) can hangout and communicate are rapidly being restricted. Facebook, instagram, tiktok, snapchat, whatsapp, discord, roblox, fortnite, steam, etc.
Obviously some companies have sketchier pasts and are feeling the pressure more, but this is a very broad trend of restricting online access and communication.
Most of the companies you've listed have been horrible at keeping kids safe - they simply don't care. I'm all for kids communicating and having fun, but we have to actually want to create safe ways to do both.
It’s abrupt only if you are unaware of safety challenges and issues in children’s gaming in the past decade.
Moderating user generated games is a kafkaesque joke. It’s not just text, audio, or video. It’s all of those combined in an interactive environment which can include trigger conditions - and one category of games is escaping from mazes.
Since it’s kids, you will end up with maps based on actual schools, combined with violence, on your mod que.
The list of horrifying stuff that happens frequently is quite long, and it’s unfortunate how unaware most people seem to be about it.
At least so many people wouldn’t be surprised.
School maps, takes me back, I made them back in the day myself. Fact is kids spend so much time at school and it’s their social life as well. Of course in my day it was made by kids for kids, not by grooming adults.