Roblox Outage Map
The map below depicts the most recent cities worldwide where Roblox users have reported problems and outages. If you are having an issue with Roblox, make sure to submit a report below
The heatmap above shows where the most recent user-submitted and social media reports are geographically clustered. The density of these reports is depicted by the color scale as shown below.
Roblox users affected:
Roblox is a user-generated massively multiplayer online social gaming platform developed and published by the Roblox Corporation.
Most Affected Locations
Outage reports and issues in the past 15 days originated from:
| Location | Reports |
|---|---|
| Maringá, PR | 1 |
| Riez, Provence-Alpes-Côte d'Azur | 1 |
| Paris, Île-de-France | 3 |
| Tabira, PE | 1 |
| Duque de Caxias, RJ | 2 |
| Arrondissement de Charleroi, Wallonia | 1 |
| Chisinau, Chișinău Municipality | 1 |
| Saint-Denis-en-Bugey, Auvergne-Rhône-Alpes | 1 |
| Beaupréau, Pays de la Loire | 1 |
| Carling, ACAL | 1 |
| Barcelona, Catalonia | 1 |
| Hirsingue, ACAL | 1 |
| la Bisbal del Penedès, Catalonia | 1 |
| Quito, Pichincha | 1 |
| Lucé, Centre | 1 |
| Windsor, ON | 1 |
| Ahmedabad, GJ | 1 |
| Chhindwāra, MP | 1 |
| São Bernardo do Campo, SP | 1 |
| Guayaquil, Guayas | 1 |
| Catania, Sicily | 1 |
| Ludwigshafen am Rhein, Rheinland-Pfalz | 1 |
| Modena, Emilia-Romagna | 1 |
| Paço do Lumiar, MA | 1 |
| Magé, RJ | 1 |
| Almirante Tamandaré, PR | 1 |
| Manaus, AM | 1 |
| Tavares, PB | 1 |
| Valinhos, SP | 1 |
| Siqueira Campos, PR | 1 |
Community Discussion
Tips? Frustrations? Share them here. Useful comments include a description of the problem, city and postal code.
Beware of "support numbers" or "recovery" accounts that might be posted below. Make sure to report and downvote those comments. Avoid posting your personal information.
Roblox Issues Reports
Latest outage, problems and issue reports in social media:
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Barett Lawrence Snider (@BSnides) reported@ImBreckWorsham I am offended. Now where is my Roblox login I need to find some blood.
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asha. (@bieelraa) reportedwts voucher samsung roblox robux 500r ‹𝟹 ๑ 60k (1 device lg) ๑ via login only! ๑ all payment & qris #bealanja #zonauang
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Salinasmark (@asalinasmark) reportedMy useful framework for understanding Meta’s VR/AR strategy over the next few years and for setting your expectations as a developer: - Quest probably hasn’t reached its maximum market size: It could still grow 5x or even 10x, but that growth won’t depend on Meta. Meta has learned that incremental hardware improvements to Quest are unlikely to create that exponential growth. Quest 4 could be lighter, have better displays, better graphics, better passthrough, better hand tracking, and even lower prices. All of that expands the user base in small increments. None of it suddenly turns 10M users into 100M users. For that, you need content that makes people buy the headset specifically for it: a viral wave driven by not wanting to miss out. Meta has also explored this route with different vectors: AAA games, MR, fitness, productivity, UGC, social VR, hand tracking... and none of it succeeded. And yet one of VR’s most obvious potential breakout vectors still is heavily underexploited: persistent social multiplayer. Yes, Meta tried social VR with Horizon Worlds, and it catastrophically FAILED. But Horizon failing isn't strong evidence that social VR doesn’t work. Horizon was a BAD implementation of a directionally correct idea. It tried to manufacture a generic “metaverse” from the top down. Meanwhile, many of VR’s strongest social products have worked almost in the opposite direction: start with a compelling activity, mechanic, identity, or community, and let the social layer emerge around it: VRChat, Gorilla Tag, Rec Room (RIP). Even Facebook emerged this way. So if Quest ever does experience a nonlinear growth event, it will look less like another better headset or another AAA game and more like VR’s equivalent of Fortnite, Roblox, World of Warcraft, or Minecraft: a blend of persistent worlds, strong social graphs, identity, communities. This is where Meta’s current behavior becomes interesting. They have already seen Horizon fail. They can also see what is actually working in VR. Yet they don’t appear to be responding by throwing another few billion dollars at five radically different Quest-native social/multiplayer bets. They're pushing "Hands-First VR Accelerator" for the upcoming eye/hand-tracking headset. That tells you everything. MAYBE Meta still believes Quest can reach 100M+ users. But certainly they no longer believe Meta should spend unlimited capital trying to brute force it there. Once a platform’s likely shape becomes clear, the rational strategy changes. You keep it healthy and let developers search for breakout content: "So... we created this market, let's not let someone else snatch it away from us." You allocate the billion dollars toward bets where success could unlock an entirely new order of magnitude. So this is how I’d think about Meta going forward: - Quest: a real and potentially much larger immersive market, but expect little to no support from Meta. - Social multiplayer: Quest’s strongest path to a nonlinear breakout, best bet you can make as a developer. - Lightweight headsets (upcoming Puffin headset): an attempt to reduce the friction that structurally limits headsets. This is the “spatial computing” bet that started forming years ago, another attempt at nonlinear growth from the hardware side. A bridge between Quest and glasses. Expect significant Meta support at the start. - Glasses: the true billion-user bet. Long-term because of current technological limitations. Meta is chipping away at the problem piece by piece. This is where the billions in investment make much more sense. Expect significant support. This is also how I’d interpret future Meta decisions. Quest studio closures doesn’t necessarily mean “Meta is abandoning VR.” A new Quest headset doesn’t necessarily mean “VR is about to explode.” A huge glasses investment doesn’t mean Quest failed. The question is simply: Where does Meta believe the next order of magnitude of users can come from? That’s the best way to navigate expectations regarding Meta for the VR/AR market over the next several years.
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Crystal (@blesscrys) reported@Johan29625277 @Roblox @vhaega All heads are dynamic now unfortunately. Try turning off animation I don’t think there’s a fix .
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Riah !⊹₊⟡⋆ (@_ad0rem3) reported@cutaxhl Ok so he kept asking me to send, never mentioned me in his bio which isn't really a problem but suspicious BC he didn't repost the tiktok we had together when I asked him to MULTIPLE times, he refused to match with me unless it wasn't obvious, he was cold and chose Roblox over me
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Polygon (@PolygonTris) reported@JektoReal roblox servers have been horribly loading any game, just randomly stopping after a minute or two, its Roblox's fault and they have yet to fix or put and issues about their status website
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Nox91🔻 (@Nox91C) reportedThe Three Hat Problem Part 3 Last post gave you the tool: Two columns. Read the flows. Today, We run real names through the grid. Starting where nobody expects: The "Normies" world >Roblox. The platform your little cousin plays. The one crypto Twitter calls a walled garden. In 2025, Roblox paid out $1.5 BILLION to creators. That's in their SEC filings. Not a pitch deck. Is the split perfect? No. Creators earn Robux, Conversion eats a chunk, The effective cash rate is way below the headline 70%. But billions. Flowing. Every year. Under written contracts. It goes further. Their License Manager now lets any creator build on IPs like Squid Game, Sega, Netflix shows. Standardized rev-share deals. Typically 10-25% to the IP holder. Terms written down before you build. Read that again: Billion-dollar franchises are opening their canon to random creators. With a contract. >Fortnite. Epic runs a monthly engagement pool: 40% of the shop's net revenue, Shared with island creators. On top of that, Creators selling items inside their islands currently keep about 74% of retail value. (A promo rate through 2026, it drops to roughly half after.) Not charity. A written, published split. >Minecraft. Marketplace creators: A commonly reported 70/30 split, in the creator's favor. Some partners have built whole studios on it. The pattern is hard to miss. The "corporate" platforms. The ones with lawyers. The ones we mock. They put the terms in writing, And wire the money. So the question writes itself: If they can do it, What does our side of the fence look like? Next post, we cross it. 👀
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.hoovokware (@0_dangerzone_0) reported@DoodleSoup_ remember there is no exe to play the game without broken assets: auto-install script (editable) and lead it to ROBLOX studio's content folder (inside Versions and is the one with most subfolders) and then use the patched RBXL (the others are just for archival purposes)
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Komal K (@k4komaaaal) reporteda Roblox meme might expose a very expensive problem, read this if you also use AI recreate inspos your AI generated brand assets may not actually belong to you French brand agency Mementum Lab is suing the creators of Steal a Brainrot over Tung Tung Sahur, an AI-generated character featured in the game Mementum Lab says the character was stolen The studio’s defense is basically: you can’t steal what nobody owns Mementum Lab says the character was used without permission. The studio argues that a fully AI-generated character may not qualify for copyright protection. that could become a problem for brands Marketing teams are already using AI to create characters, campaign visuals, videos and other brand assets once those files enter the content library, ownership is often treated as a given legally, it may be more complicated copyright protection generally requires meaningful human authorship a prompt alone may not be enough to protect an AI gen asset that means a brand could invest time and money into making an AI character recognizable, then have limited options if another company copies or remixes it marketers should document the human work behind AI-assisted content, including the concept, creative direction, revisions, and final executio well using AI is the easy part, making sure the output can become defensible brand IP needs more attention
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Johner (@JohnerFN) reported@Roblox @KreekCraft Fix your account support you dumb *****
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Graeme Johnston (@KERBYbook) reported@chelsssseeeea Another problem with a lot of modern games is that they never end. The likes of Fortnite, Roblox, Minecraft can just be played endlessly. They dont really have checkpoints that you reach where you can save and put it off. So getting kids off these games can be very hard
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Mercari Tracking Package Fan mail (@Cally_VII) reportedIts nice that Valve hire playtesters who have never touched a video game in their whole life so that their games are accessible to a majority of the population But sometimes I do question the problem-solving of those playtesters. A 6 year old playing Roblox could figure this out
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SilverForgot (@SilverForgot) reportedohh my goddd roblox fix yer support
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tar (@TheAutoRecorder) reported@Galaxy_2090_2 i got this error and then immediately got logged out of my roblox account
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Patrick (@glorpiak) reportedI would also note this is about the most useless test of a new model there is, unless people are making off brand roblox games for a child. will be curious to put this through a difficult problem test