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Smack or Die πŸ‘Š [ALPHA]

Smack or Die πŸ‘Š [ALPHA]

A Roblox experience owned by LowPolyModels.

Fighting & PvPENmultiplayer arenachaotic combatleaderboard

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

πŸ‘Š Welcome to Smack or Die! Enter the ultimate multiplayer arena where your only goal is to smack everyone in sight and climb the competitive leaderboard ranks. πŸ† Test your spin luck with a massive arsenal of wild, chaotic weapons, and dominate the map. Can you survive the madness, or will you die trying? (Probably a lot!) πŸ‘ Like the game, leave a favorite, and join our community group for exclusive updates!

Last updated by the developer 6 Jul 2026, 22:52 UTC.

0
playing (measured 11 Aug 2026, 03:46 UTC)
485
lifetime visits
80%
liked (4 πŸ‘ / 1 πŸ‘Ž)
4
favourites (8.2 per 1k visits)
16 May 2026
created (per Roblox)

Play on Roblox β†’

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 β€” so this will fill in on its own rather than being estimated. We do not publish numbers we have not measured.

Measurement log β€” every players count we have recorded
Measured (UTC)PlayersChange
11 Aug 2026, 03:460first reading

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

Monetization β€” game passes

2x Gems
299 R$
2x Coins
199 R$
Y2K Boombox
149 R$
Y2K Gamebox
149 R$
Y2K Camera
149 R$
Rubber Chicken
149 R$
Golden Plunger
149 R$
Ultimate Hammer
149 R$
Mythic Robot
149 R$
Princess Scepter
149 R$
Golden Boombox
149 R$
Y2K Phone
149 R$
2x XP
99 R$
Quick Spin
29 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

1st Smack Β· other130 Β· 0.00% win
50 Smacks Β· progression27 Β· 0.00% win
100 Smacks Β· progression11 Β· 0.00% win
250 Smacks Β· progression4 Β· 0.00% win
500 Smacks Β· progression2 Β· 0.00% win

How many players have ever earned each badge β€” 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.