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Australia’s eSafety Commissioner has accepted a court-enforceable undertaking from Roblox after regulator testing identified gaps in safeguards against adult-child contact. Separately, an October 2026 transparency report examined Roblox, Minecraft, Fortnite and Steam; it described differences in their child-safety approaches, but eSafety says a transparency notice alone does not show that a service is unsafe or has breached the law.

What eSafety found on Roblox

eSafety said its testing earlier in 2026 found that adults could send connection requests to young Australian children without parental or carer consent. It also reported that adults and children could view and respond to one another’s forum posts outside games without consent; children’s connections were visible to anyone on Roblox; and account names, connection counts and names, avatar images and non-sensitive biographical details were visible without an option to restrict them. These are the regulator’s descriptions of its tests, not findings from an independent audit of every Roblox account.

Roblox told eSafety it believes it is meeting its obligations under Australia’s Online Safety Act. That company position differs from the gaps eSafety said it identified in testing. The regulator described Roblox as the second most popular game with Australian children and cited national research estimating about 1.7 million Australian children use Roblox. That estimate is not a count of all Australian children and was not collected directly by eSafety. Its 2026 release also said around nine in ten Australian children aged 8 to 17 had played online games.

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What Roblox must change under the undertaking

The undertaking accepted by eSafety requires Roblox to make changes intended to address the identified risks:

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  • Prevent adults from contacting children they do not know without parental consent.
  • Strengthen children’s account settings so accounts are private by default.
  • Provide accessible ways to report concerns and notify users of complaint outcomes.
  • Hire an independent third-party auditor to assess the effectiveness of its safety measures, including age-estimation measures.

eSafety’s release says Roblox has three months to implement the changes. If the company breaches the undertaking, eSafety may ask the Federal Court to order compliance and make other appropriate orders. This is an obligation to implement measures, not evidence that they have already been completed or shown to reduce harm.

The undertaking followed earlier commitments. In September 2025, Roblox committed to measures including private-by-default accounts for users under 16, restrictions on adults contacting under-16s without parental consent, and disabling some chat features by default until age estimation. In February 2026, eSafety said Roblox had told it at the end of 2025 that it had delivered those commitments, but the regulator would test their implementation and effectiveness itself. The later testing identified gaps, leading to the undertaking. Inman Grant said the independent audit means “Roblox cannot mark their own homework.”

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What the wider gaming-platform report covers

Roblox is one of four services in eSafety’s October 2026 transparency report. The regulator issued compulsory notices on 1 April 2026 to Roblox, Mojang Studios (Minecraft), Epic Games (Fortnite) and Valve (Steam and Steam Chat). It sought information about how the services address child sexual exploitation and abuse, violence material and activity, cyberbullying and online hate, and how their systems, staffing and safety-by-design choices align with Australia’s Basic Online Safety Expectations.

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The report draws on information providers supplied in response to those notices. It is not a new independent audit of every service. eSafety explicitly cautions that issuing a transparency notice does not itself establish deficient safety practices or a legal breach. The regulator’s Commissioner, Julie Inman Grant, said providers should use systems that “actually detect and disrupt serious harms before children are exposed to them.”

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Different approaches to high-risk user-created content

The report described variation in how platforms review games and experiences created by users:

  • Fortnite: Epic reviewed each Island before it became available.
  • Roblox: the platform used tools to detect harmful user-created Experiences after publication.
  • Minecraft: Mojang relied on proactive scanning and user reports to identify higher-risk third-party servers, including servers accessible to people who self-declared as 18 or older.
  • Steam: Valve used pre-publication review, while relying on user reports to identify unlawful material in games already published.

eSafety also reported differences in detection tools, age assurance and response times to reports. Those contrasts describe approaches reported for the period covered; they do not establish a single overall safety ranking or show which service is safest for a particular child.

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What parents can reasonably conclude

The Roblox undertaking is a concrete regulatory step addressing specific adult-child contact and account-privacy gaps identified by eSafety. The three-month implementation period and required independent audit matter, but the regulator’s announcement does not establish that the changes are already live or that they have reduced grooming or other harms in practice. Parents should distinguish the company’s earlier report of delivering commitments from eSafety’s subsequent testing.

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The four-platform report offers a broader view of how services said they detect and respond to risks, rather than proof that all four were found unsafe. Inman Grant has warned that offenders may try to move children they contact in game environments to private messaging services. This underscores why a platform’s report tools and account controls are relevant, while the cited releases do not quantify grooming prevalence across services or establish how often that transfer occurs.

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  • 【Comfortable and Light Weight】 The headset used skin-friendly leather material with Self-adjusting head beam and head cushion design ensures perfect fit with different head sizes (suitable for both adults and kids) and super soft Over-ear pads that is more comfortable for long time gaming.
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eSafety Commissioner Julie Inman Grant said Australian children “have a right to play online without being exposed to predators, sexual extortionists, violent extremist content or other harmful material.” The regulator’s actions make clear that child safety depends both on platform safeguards and on whether those safeguards work in practice.

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