In the era of digital da’wah, religious communication has shifted from conventional, one-way preaching to interactive and participatory virtual spaces. This study examines how religious authority is constructed and exercised within Roblox as a user-generated gaming platform. Using a qualitative multiple-case study design, the research examines two Roblox-based Muslim communities, Majelis Roblox Indonesia (MARIO) and Ngaji Roblox. Data were collected through participant observation conducted in July 2025 and semi-structured interviews with eight participants in August 2025, consisting of two key actors and six community participants. The data were analyzed using reflexive thematic analysis following Braun and Clarke, complemented by a cross-case comparison of the two communities. The findings show that religious authority in the two communities is constructed through two distinct pathways. In the MARIO case, authority is primarily established through the prior recognition of religious figures and credentials that are introduced into the Roblox environment, representing a process of re-authoring. In contrast, in the Ngaji Roblox case, Syauqi’s credibility develops through participation, interaction, communicative performance, and community recognition within the virtual environment, representing a process of authoring. These findings demonstrate that digital religious authority is not dependent solely on pre-existing institutional legitimacy but can also be constructed through community recognition and digital participation. Thus, Roblox functions not merely as a medium for transmitting religious messages but also as a social space in which legitimacy, authority, and community relations are negotiated. This study contributes to digital religion scholarship by demonstrating that the transformation of religious authority in virtual spaces can involve both the relocation of established authority and the emergence of new forms of community-based recognition.