When is the best month to launch a Roblox game?
Four complete years of hourly data: January runs at 114.9% of the yearly average and September at 86.7%. A 32% swing between the best and worst months.
BloxBunny Analysis
When is the best month to launch a Roblox game?
Roblox has a season, and it is sharper than most developers plan around. Across four complete calendar years of hourly data — 2021, 2022, 2023 and 2024 — the busiest month runs at 114.9% of that year's average concurrent players and the quietest at 86.7%, according to BloxBunny's archive.
That is a 32% swing between the best and worst months to put a game in front of people.
Which month is best to launch a Roblox game?
January, by a clear margin. Each month below is expressed as a percentage of its own year's average, so month lengths and year-on-year platform growth cancel out:
| Month | Share of the year's average | | |---|---|---| | January | 114.9% | strongest | | February | 109.7% | | | August | 105.9% | | | July | 105.8% | | | December | 104.6% | | | April | 101.0% | | | March | 100.3% | | | June | 98.0% | | | October | 94.3% | | | May | 91.1% | | | November | 87.7% | | | September | 86.7% | weakest |
Why does Roblox peak in January?
The pattern tracks the school calendar almost exactly, and the two ends of the table make the mechanism obvious.
The peak is January and February — new devices from the holidays, cold weather in the platform's largest markets, and the tail of the winter break. December is strong but not the top, because the break only covers part of it.
The trough is September, followed by November. September is the return to school in the northern hemisphere, and it is the single worst month on the platform. November is exam season and the long stretch before the holidays with nothing to interrupt it. May sits low for the same reason — end-of-year exams.
Summer is good but not the peak: July and August both land near 106%, which surprises people who assume the holidays dominate. They do not. A quiet January still beats a busy August.
What does this mean for launching a game?
Three things worth taking from it.
Launching in September costs you about a quarter of your audience compared with launching in January, for identical work. If a release is nearly ready in late August, the choice is between shipping into the year's steepest decline or holding.
Do not read a September dip as your game failing. This is the most practical use of the table. A game that loses 10% of its players through September is roughly flat against the platform — it lost less than the average. Judging your own game without adjusting for the season will make you change things that were working. Compare against the platform, not against last month.
The window matters more than the day. The difference between the best and worst month is 32%. The difference between two Tuesdays in January is noise. Time-of-day and day-of-week advice is mostly folklore next to an effect this size.
How was this measured?
Every daily average concurrent-player figure in our archive, restricted to days with at least 12 separate readings — a day built from one or two samples is an instantaneous count, not an average, and treating it as one produces confident nonsense.
Only complete calendar years are included: 2021 through 2024. A partial year would weight whichever months it happened to contain, which is exactly how you manufacture a seasonal pattern that is not there. Each month is then normalised against its own year's mean before averaging across years, so the platform's overall growth does not masquerade as seasonality.
The figures describe the platform in aggregate. Individual genres move differently — anything tied to a holiday event has its own calendar — and a single game's trajectory is dominated by its own updates, not by the season. Use this to set expectations, then check your own game against its real history.