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Roblox Unveils “Roblox Everywhere” Ambition to Push Games to Steam, Epic, and Consoles

Gamer24H Editorial Team September 14, 2026 4 min read 42 views

Roblox has announced plans to expand its already enormous game creation platform by enabling developers to release their titles as standalone apps across mobile, PC, and consoles, with the company powering the technology and services behind each release. The initiative, dubbed “Roblox Everywhere,” was revealed at this year’s Roblox Developers Conference, though the company has not provided a specific launch timeframe. The move marks a significant strategic shift for the platform, which already boasts daily active user counts roughly equivalent to the population of Japan, as it seeks to diversify its revenue streams and broaden its reach beyond its walled garden.

While Roblox has not yet clarified the finer mechanics of the standalone model, several questions remain unanswered. It is unclear whether the standalone version of a game would still require a Roblox account or some other form of authentication, how it would interact with the platform’s recently introduced age verification policies, and whether developers would be permitted to sell their standalone games on competing storefronts such as Epic, GOG, and Steam. A company representative told Parchment Gamer that the company hopes to eventually enable Roblox developers to distribute standalone games through every storefront available, noting that “We will start with a select set of gaming developers and storefronts to test, and we will share more details soon.”

A Platform in Transition

The standalone app initiative arrives alongside a broader set of adjustments designed to give Roblox players greater flexibility. The company is planning to let users join Roblox games directly from a web browser, with Chrome supported first, by the end of the year, requiring no external software or installation. Roblox is also looking to introduce a new offline option for singleplayer games, further reducing the friction that has historically tied players to the platform’s always-online model.

These changes come at a sensitive moment for the company. Roblox recently saw its market capitalisation plummet after revealing to investors that it was making less money from in-app monetisation, citing “a greater-than-expected shift of engagement from high monetising 2025 vintage viral games to a combination of new and evergreen experiences with lower hourly monetisation.” The company attributed part of the decline to “changes in our recommendation algorithm, which optimizes for long-term retention,” suggesting that the standalone push may be an attempt to diversify income beyond the platform’s traditional microtransaction model.

“We will start with a select set of gaming developers and storefronts to test, and we will share more details soon.”

Roblox representative, speaking to Parchment Gamer

Alongside the standalone app plans, Roblox has also announced a new wallet feature managed by payment company Airwallex, which will allow developers to automatically receive converted real-world revenue from their games, eliminating the need to request currency conversions after reaching certain Robux revenue thresholds. The wallet is scheduled to launch in December for US developers, with international rollout planned for 2027, alongside a new kind of payment card.

Looking Ahead

The timing of these developments cannot be divorced from the controversies surrounding the platform. Roblox has been the subject of multiple lawsuits and, most recently, a US Senate investigation accusing it of failing to protect its large audience of under-aged children against online predators. The platform’s creator economy has also drawn scrutiny: as reported by The Strait Times, the median earnings of the roughly 42,000 paid Roblox developers are around $1,500 a year, with many games created by younger people who see little financial return for their labour.

Yet amid the criticism, the platform also hosts a considerable number of highly skilled developers who have used Roblox as a springboard. Zeekerss, for example, began making Roblox games in 2012 before shifting to Itch.io and Steam; his co-op extraction horror game Lethal Company has become a foundational title in the “friendslop” genre, a wonderfully creepy experience that owes something to Roblox’s characteristic plasticky aesthetics. For developers like him, an easier route to releasing games outside the platform could prove both commercially and creatively liberating, even as the broader question of what Roblox Everywhere truly means for the ecosystem remains to be answered.

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