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Globality 🌎

Globality 🌎

A Roblox experience owned by Scarate Productions.

SimulatorENgrand strategycountry managementconquest

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

Globality is a grand strategy game where players can administrate their countries, conquer vast swathes of land, and rule like a tyrant or as a fair and just leader. --- CHANGE LOG JULY 6 2026 ---- -- GLOBALITY RELEASE --🌍 We are no longer in Beta! UI & Interface - Completely remade the UI - Improved the overall user experience - Added Map Modes - Added the Building Management Panel - Added the Private Server Admin Panel - Added Calendar system Gameplay - Added a dozen new resources - Added a dozen new buildings - Added new diplomatic actions - Added Country Immunity - Added AI Relation Values - Improved armies - Completely remade buildings - Completely remade the Tech Tree - Improved game balance - Nerfed the AI Performance & Fixes - Improved overall performance - Fixed various map issues

Last updated by the developer 10 Jul 2026, 21:28 UTC.

4
playing (measured 12 Aug 2026, 00:37 UTC)
154,562
lifetime visits
50%
liked (340 πŸ‘ / 334 πŸ‘Ž)
1,528
favourites (9.9 per 1k visits)
24 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 We do not publish numbers we have not measured.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
12 Aug 2026, 00:376first reading

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

Monetization β€” game passes

Private Server Admin
249 R$
Selection Radius Increase
149 R$
Custom Flags
99 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

The Beginning Β· welcome73,861 Β· 100.0% 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.

Like ratio over time

Growth

495049.515 August 2026 β€” 49 % liked25 August 2026 β€” 49 % liked4 September 2026 β€” 49 % liked14 September 2026 β€” 50 % liked24 September 2026 β€” 50 % liked4 October 2026 β€” 50 % liked14 October 2026 β€” 50 % liked24 October 2026 β€” 50 % liked15 August 202624 October 2026
8 measurements spanning 70 days, net +1. Dots are measurements; the straight line between them is drawn to join them, not to claim we know the path taken in between β€” snapshots are recorded only when a count changes, so gaps mean β€œno change observed”, never β€œinterpolated”. The vertical axis spans 49–50 and does not start at zero.
Measurement log β€” every % liked count we have recorded
Measured (UTC)% likedChange
24 Oct 2026, 11:3250no change
14 Oct 2026, 11:3150no change
4 Oct 2026, 11:3050no change
24 Sept 2026, 11:2350no change
14 Sept 2026, 08:4750+1
4 Sept 2026, 08:4549no change
25 Aug 2026, 07:0749no change
15 Aug 2026, 07:0749first reading

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