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Roblox, 764, and the New Face of Online Predators

Writer: Brad Sorte
Brad Sorte
Dec 9, 2025
5 min read

In early 2024, parents started hearing about something called "764." By mid-2025, the FBI had over 250 open investigations connected to it. FBI Assistant Director David Scott, who heads the counterterrorism division, called it "one of the most disturbing things we're seeing." Victims have been identified as young as nine.


Most parents I work with have never heard of 764. Almost all of their children are on the platforms where it operates.


What 764 actually is


764 started around 2021 when a teenager in Texas created a Discord server built around violent content, manipulation, and child sextortion. The name comes from the original server's last three digits. What started small grew into a decentralized extremist network that the FBI now considers one of the most serious online threats to children in the country. The founder received an 80-year sentence. It didn't matter. The network kept growing.


This is not a hacker group. It's not a traditional predator ring. 764 is a culture of nihilistic violent extremism where members gain status by manipulating children into producing sexual content, self-harm footage, and violent imagery. Children are not targets in the conventional sense. They are raw material. The predators treat the manipulation itself as entertainment, competing with each other over who can push a child further.


How it works on gaming platforms


Predators operating within this network use Roblox, Minecraft, Discord, TikTok, and Instagram as entry points. They understand exactly who they're looking for: children who are social, curious, eager for connection, and inexperienced with manipulation. That describes most children.


The approach is methodical. A predator creates a friendly avatar, spends time in popular social games, and builds rapport through shared interests and in-game gifts like Robux. Once trust is established, the conversation moves off-platform, usually to Discord, where there's less moderation and more privacy.


From there, the grooming follows a predictable escalation. Friendly approach. Emotional bond. Boundary testing through small dares or "secret" conversations. Then the hook: the predator captures something compromising, a photo, a confession, a piece of personal information. After that, it's leverage. The demands escalate. More explicit content. Self-harm on camera. In documented cases, harming a sibling or a pet. The child is told that if they refuse or tell anyone, everything gets posted.


Many victims describe believing their abuser was a boyfriend, a girlfriend, or their best friend until the threats started.


764 members discuss recruitment strategies openly in their own channels. They target children who mention mental health struggles in their gaming bios. They identify kids who seem isolated or hungry for validation. They offer Robux in exchange for nudity. They hack accounts to force compliance. This is organized, taught from one member to the next, and constantly refined.


What most parents miss


A survey published in 2024 found that 70% of teenagers who play online games interact with strangers weekly and don't perceive those strangers as unknown people. They're gamers, teammates, friends. The social architecture of these platforms collapses the distance between a child and an anonymous adult into what feels like a peer relationship within minutes.


The parents I work with who've encountered this are not negligent people. They're informed, attentive families who understood that the internet had risks but thought of those risks in terms of screen time, inappropriate content, or cyberbullying. They did not imagine that a building game their child played on the couch next to them could function as a recruitment pipeline for an extremist network.


The children involved are often not the kids you'd expect. Many are socially competent, academically strong, and emotionally aware. The vulnerability isn't weakness or dysfunction. It's the normal developmental need for connection, identity, and validation that every adolescent carries. Predators don't exploit broken kids. They exploit the parts of childhood that are working exactly as they should.


What to watch for

Sudden secrecy around devices in a child who previously left their iPad on the kitchen counter. Late-night gaming sessions that didn't used to happen. New online friends your child won't name. Mood changes or withdrawal that seem disconnected from anything happening at school or at home. Conversations migrating from Roblox into Discord, Instagram DMs, or encrypted apps. Unexplained digital gifts appearing in accounts. Long sleeves in warm weather.


Any one of these in isolation could be normal adolescence. Several together, especially combined with emotional shifts your child can't or won't explain, are worth a direct conversation.


How to have that conversation

The instinct most parents have when they discover something alarming on a child's device is to confiscate it, lock everything down, and start asking questions from a place of fear. That impulse comes from the right place. It almost always backfires.


A child who has been groomed believes two things: that the person manipulating them actually cares about them, and that telling a parent will make everything worse. If the first thing a parent does confirms that second belief, the window closes.


Start with safety, not punishment. The child needs to hear, and believe, that they are not in trouble for what happened. That you are not angry at them. That coming to you was the right decision. This is extraordinarily difficult when your nervous system is telling you to react. Stabilizing yourself before you respond is the difference between a child who opens up and a child who disappears further into the situation.


If you find evidence of grooming or sextortion, don't delete anything. Screenshots, chat logs, usernames, timestamps all help investigators. Report through cybertip.org, your local police, or your nearest FBI field office.


The scope of this

764 is not going away. The founder is serving 80 years and the network is larger now than when he was running it. The FBI is investigating hundreds of cases and acknowledges that the actual scope is almost certainly bigger than what they can track.


Your child does not need to be struggling to be at risk. They need to be online, social, and old enough to have a conversation with a stranger who knows exactly what to say. That's the eligibility criteria.


If you suspect your child is being groomed or extorted online, these resources can help:


Report online exploitation: cybertip.org (National Center for Missing & Exploited Children)


FBI tips: tips.fbi.gov or contact your nearest FBI field office


Crisis Text Line: Text HOME to 741741


National Child Exploitation Tip Line: 1-800-843-5678


Roblox safety reporting: roblox.com/help (in-game Report Abuse button on any user profile)


Discord Trust & Safety: dis.gd/request (file a report directly with Discord's safety team)

If your family has been impacted and needs clinical support navigating the aftermath, contact YES Family Consulting.


Sources

FBI has opened 250 investigations tied to violent online network '764' that preys on teens. ABC News, May 6, 2025. https://abcnews.com/US/fbi-opened-250-investigations-tied-violent-online-network/story?id=121480884

FBI targets 250 suspects in '764' network of online predators. Fox News, May 7, 2025. https://www.foxnews.com/us/fbi-targets-250-suspects-764-network-online-predators-manipulating-kids-violent-explicit-videos

Connected Play: Adolescent Gaming and Perceived Loneliness. Ruderman Family Foundation / Digital Wellness Lab, Boston Children's Hospital, September 2024. https://rudermanfoundation.org/press_releases/almost-three-quarters-of-teens-play-online-games-with-strangers-white-paper-reveals/

Pulse Survey: Digital Gaming and Social Interaction. Digital Wellness Lab, Boston Children's Hospital, 2024. https://digitalwellnesslab.org/pulse-surveys/digital-gaming-and-social-interaction/

Teens and Video Games Today. Pew Research Center, May 2024. https://www.pewresearch.org/internet/2024/05/30/teens-and-video-games-today/



 
 
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