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Australia's regulator found adults could still send connection requests to children after Roblox shipped age verification. Roblox now has three months to fix it or face court.
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Australia's regulator found adults could still send connection requests to children after Roblox shipped age verification. Roblox now has three months to fix it or face court.
Roblox has agreed to a court-enforceable undertaking in Australia after the eSafety commission ran its own tests and found adults could still make contact with children on the platform [1][2]. The detail that matters to anyone shipping trust-and-safety features is that the regulator did not read the release notes and move on: it probed the live product and wrote the remedy against what it found.
According to eSafety, its tests showed adults could still send connection requests to Australian children without parental consent, and that children and adults could view and respond to each other's posts on community forums [3][4]. It also found that anyone could view an underage user's connections, profile, biography, account name and avatar image, with no option to restrict that visibility [5]. Those findings came earlier this year, after Roblox had rolled out new measures over the preceding months and after two years of engagement with the regulator [2].
Set that against the shipping record. Roblox made age verification mandatory in late 2025, starting with Australia, most likely because of eSafety's work [6]. That rollout had problems, including children spoofing the age check, though Roblox maintained its technology works [7]. Verification was then extended to in-game chat in the US [8]. By mid-May this year the platform had split users into three tiers, Kids, Select and regular Roblox, with Kids accounts limited to Minimal or Mild content, chat off by default and parental controls attached [9][10]. The tier system went global in June [11].
So the age gate existed and the tiers existed, and the contact path was still open. That is the useful lesson: age assurance is an input, not an outcome. Knowing a user is twelve does not by itself make that user's connections list private, close a forum reply, or stop an inbound request. eSafety's findings read as a catalogue of defaults that were never changed to match the new age signal [3][4][5].
The undertaking is written accordingly. Roblox has agreed to stop adults contacting children they do not know without parental consent, make children's accounts private by default, provide accessible reporting mechanisms, and have a third-party auditor assess whether its safety measures actually work [13]. It has three months to deliver, after which eSafety can ask a court to compel compliance [14]. eSafety says Roblox believes it is already meeting its obligations under the Online Safety Act [12]. Three months is one eighth of the two years the regulator spent engaging before it got a signed instrument [19].
The auditor clause is the part to copy into your own risk register. Self-attestation that a control is live is no longer the end of the conversation, and "our technology works" is a claim a regulator can now test and contradict [7].
None of this sits alone. Roblox faces lawsuits from several US states [15], and in May agreed to pay Nevada $12 million and to introduce verification using government-issued IDs and facial age estimation [16] - though under the current system a user need only complete one of those two methods [17]. It also committed to blocking under-16s from messaging adults unless the adult is a designated "trusted friend", assigned by QR code [18].
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Ranked by verification strength, evidence, and original report placement.
Roblox has committed to a court-enforceable undertaking to implement changes that would better protect children from grooming and sexual abuse on its platform, according to Australia's eSafety commission.
Tests eSafety conducted showed that adults could still send connection requests to Australian children without parental consent.
eSafety's tests showed children and adults could still view and respond to one another's posts on community forums.
eSafety found that anybody on the game could still view an underage user's connections, profiles, biographies, account names, avatar images and other information, with no option to restrict their visibility.
eSafety discovered earlier this year that Roblox was still allowing contact between adults and children, even though Roblox had already rolled out new measures over the past few months and despite eSafety engaging extensively with the platform for two years.
Roblox agreed to introduce changes and additional safety measures, including a way to ensure adults are not able to contact children they do not know without parental consent, making children's accounts private by default, providing users with accessible reporting mechanisms, and having a third-party auditor assess the effectiveness of its safety measures.
Evidence-backed comparisons of source perspectives and observed adoption signals. Read the methodology
Which Builder, Operator, and Investor concerns the observed source mix emphasized—not a truth score.
Evidence, demonstrated adoption, hype gap, incentives, and confidence are assessed independently, each on its own current evidence. How these are measured.
Strong regulator-sourced specifics, single institutional origin
The central facts are unusually concrete for a policy story: a named regulator published an itemized list of tested failures and an itemized list of remediation commitments, and four independent publishers reproduce them consistently, two of them verbatim. Evidence quality is capped rather than high because every outlet traces to one institutional source - eSafety's own announcement - with no published test methodology, no independent replication, and no Roblox statement beyond the regulator's paraphrase that the company believes it is compliant. Peripheral claims are thinner: the age-check spoofing assertion appears once with no detail.
Controls widely shipped; undertaking measures not yet live
Two adoption layers pull in opposite directions. The systems under scrutiny are genuinely deployed at scale - mandatory age verification from late 2025 starting in Australia, US chat gating, and the Kids/Select/regular tier system live globally in June - across a platform with more than 380 million active users, a majority under 16, including 1.7 million Australian children. The measures that matter for this story, however, have zero deployment: private-by-default child accounts, parental-consent gating for unknown adult contact, outcome-notifying reporting and the independent audit are all commitments with a three-month clock still running.
Vendor safety assurances overstated against regulator testing
Positive gap driven by the subject, not by the coverage. Roblox shipped and publicized age verification and age-tier accounts, told the regulator it believes it meets its Online Safety Act obligations, and was 'adamant that its technology works' - yet hands-on testing after two years of engagement still found adults able to solicit children without parental consent and child profile data world-visible with no restriction option. Reporting itself is restrained: all four outlets stick to the regulator's lists, The Verge flags the missing Roblox response, and the derived observation that the fix window is one eighth of the engagement period is arithmetic rather than rhetoric.
Legible enforcement and liability pressures on both sides
Incentives are directly evidenced rather than inferred. Roblox faces multi-jurisdiction legal exposure - lawsuits by several US states, some settled, a $12 million Nevada settlement with verification undertakings, and a US Senate subcommittee investigation - giving it a clear interest in asserting compliance and in settling via undertaking rather than litigating. eSafety, having spent two years in voluntary engagement, has an institutional interest in demonstrating that its own testing plus enforceable undertakings work, and it supplied the itemized findings that all four outlets ran. Publisher incentives are visible in one case: the 9to5Mac piece carries unrelated affiliate commerce links.
High on the undertaking and findings, lower on outcomes
Confidence is high that the undertaking exists, that eSafety's testing produced the four listed failures, that four specific remediations and a three-month deadline apply, and that Roblox maintains it is already compliant - four publishers agree without material contradiction. Confidence is materially lower on whether the measures will be implemented or verified, on the effectiveness of existing age assurance (the spoofing claim is single-sourced and vague), and on any cost or business impact, none of which any source quantifies. The single-source origin of all findings and the absence of a Roblox statement are the main limits.
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