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[NEW] Devour Everything Simulator

[NEW] Devour Everything Simulator

A Roblox experience owned by VG Development Community.

SimulatorENfood consumptionpet collectiongrowth mechanics

Description (written by the developer; not a statement by this register)

🍽️ Ready to become the ultimate eater? 🔥 Build your hunger and consume everything in your path! 🍔 Grow stronger with every bite! 🥚 Discover and hatch unique eggs! 🐾 Unlock powerful pets to boost your progress! 🌎 Explore new worlds full of crazy food! 💥 The more you eat, the bigger and stronger you become! 🎁 Join the group to receive an exclusive pet! 💎 Premium players get +20% food power & +10% eating speed 📢 Stay tuned for updates and new content! 👍 Support the game to unlock future worlds and features! 👥 Play with friends for extra rewards! Tags: Eating, Food, Simulator, Pets, Growth, Rebirth, Worlds, Fun, Adventure, Tycoon

Last updated by the developer 13 Apr 2026, 19:35 UTC.

0
playing (measured 11 Aug 2026, 05:23 UTC)
12,361
lifetime visits
85%
liked (23 👍 / 4 👎)
2,405
favourites (194.6 per 1k visits)
13 April 2026
created (per Roblox)

Play on Roblox →

Live players over time

Growth

Growth history is still building. We hold one measurement for this entry. A trend needs at least two, taken days apart — so this will fill in on its own rather than being estimated. We do not publish numbers we have not measured.

Measurement log — every players count we have recorded
Measured (UTC)PlayersChange
11 Aug 2026, 05:230first reading

Concurrent players at each of our measurements (insert-on-change).

Monetization — game passes

OP Weapon
500 R$
+8 Pet
450 R$
x2 Wins
200 R$
Multi Open
200 R$
+4 Pet
200 R$
VIP
199 R$
+8 Space
179 R$
Ultra Luck
175 R$
x2 Speed
149 R$
x2 Power
149 R$
Super Luck
125 R$
+4 Space
119 R$
Luck
50 R$
+50 Inventary
30 R$

Game passes for sale and their prices, measured from the Roblox passes API. Developer products bought inside the game aren’t publicly listable.

Badge funnel

Welcome · welcome10,500 · 0.00% win

How many players have ever earned each badge — a proxy for how far players get before they stop. Steep drop-offs mark where a game loses people. Win rate is the past-day share of players who earned it; categories are assigned by a language model from each badge’s own name and description.

Like ratio over time

Growth

85918816 August 2026 — 91 % liked26 August 2026 — 90 % liked5 October 2026 — 90 % liked15 October 2026 — 85 % liked16 August 202615 October 2026
4 measurements spanning 60 days, net -6. Dots are measurements; the straight line between them is drawn to join them, not to claim we know the path taken in between — snapshots are recorded only when a count changes, so gaps mean “no change observed”, never “interpolated”. The vertical axis spans 84–92 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
15 Oct 2026, 21:3185-5
5 Oct 2026, 21:3090no change
26 Aug 2026, 20:5090-1
16 Aug 2026, 20:4991first reading

Percentage of votes that are likes, at each of our measurements. A falling line is a game losing its crowd’s goodwill.