Roblox says new ‘Slim’ tech will let complex avatars run on low-end Android as it pushes mobile-first game creation
Roblox has revealed a new avatar compositing technology called Slim, designed to let more complex avatars run at high performance on low-end Android devices. According to comments from CEO David Baszucki on the company’s Q2 2026 earnings call, the tech was introduced as part of Roblox’s Incubator pro...
Roblox has revealed a new avatar compositing technology called Slim, designed to let more complex avatars run at high performance on low-end Android devices.
According to comments from CEO David Baszucki on the company’s Q2 2026 earnings call, the tech was introduced as part of Roblox’s Incubator programme, alongside broader efforts to get higher-performance avatars and worlds running well “on low-end Android as well as on high-end PC.”
Baszucki also said Roblox expects mobile to become the primary surface for game creation going forward, tied to Build, its new AI-powered creation tool.
“Everything from 2D puzzle games to complex 3D multiplayer games are going to be created on mobile, enhanced in Roblox Studio,” he said.
“That’s going to really change the whole landscape, I believe, of what gaming is. I do think the youth of today are changing. I think play is universal, and I believe we’re moving towards that original vision of really everyone on our platform is a creator and a builder.”
Build is already live in New Zealand, where Baszucki said more users are creating through Build on a daily basis than through the traditional Roblox Studio. The tool uses generative AI to let users describe an experience conversationally and shape it collaboratively, before finishing more complex builds in Studio.
The comments came as Roblox reported Q2 revenue up 36% year-on-year to $1.5bn, though bookings growth slowed to 8%, landing at the low end of guidance. Consolidated net loss narrowed to $185m, from $280m a year earlier, while adjusted EBITDA rose to $152m from just $18m in Q2 2025. The company forecast Q3 bookings between $1.58bn and $1.65bn, implying a year-on-year decline of 14-18%, which it attributed to softer monetisation following changes to its discovery algorithm and age-verification rollout. Daily active users reached 123m, up 10% year-on-year, though down from a peak of around 152m three quarters ago.
Markets reacted badly to the results: Roblox shares fell around 27-30% the day after the report, one of the stock’s worst single-day drops on record, as investors focused on the weak Q3 guidance and slowing user growth over the narrower loss.
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