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+1 Chance Escape

+1 Chance Escape

A Roblox experience owned by GENERAL SIMULATORS GROUP.

AdventureENrogueliteincrementalcard mechanics

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

[PUBLIC RELEASE] 🍀 Pass through doors with a constantly harder chance! 🎖️ Gather Wins for better chances 🎲 Roll cards for more faster level ups! 🏁 Can you reach level 30? 🔨 Daily Updates! Early Alpha. Leave feedback and report bugs! ✅ Latest Version 0.17 (System messages!)

Last updated by the developer 9 Aug 2026, 21:53 UTC.

0
playing (measured 10 Aug 2026, 18:47 UTC)
7,221
lifetime visits
53%
liked (32 👍 / 28 👎)
132
favourites (18.3 per 1k visits)
16 June 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 We do not publish numbers we have not measured.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
10 Aug 2026, 18:477first reading

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

Monetization — game passes

Change Speed
199 R$
Auto Prestige
120 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

+1/door Button · welcome4,880 · 0.00% win
+2/door Button · other4,197 · 0.00% win
Level 2 · progression3,056 · 0.00% win
+5/door Button · collection2,826 · 0.00% win
+10/door Button · collection2,390 · 0.00% win
Level 3 · progression2,080 · 0.00% win
+25/door Button · other1,892 · 0.00% win
+50/door Button · collection1,594 · 0.00% win
Level 4 · progression1,461 · 0.00% win
+100/door Button · other1,397 · 0.00% win
Level 5 · progression1,076 · 0.00% win
+250/door Button · collection1,064 · 0.00% win
+500/door Button · other772 · 0.00% win
Level 6 · progression746 · 0.00% win
Level 7 · progression507 · 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

525352.517 August 2026 — 53 % liked27 August 2026 — 52 % liked6 September 2026 — 53 % liked16 October 2026 — 53 % liked17 August 202616 October 2026
4 measurements spanning 60 days. 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 52–53 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
16 Oct 2026, 17:3453no change
6 Sept 2026, 15:5253+1
27 Aug 2026, 15:4952-1
17 Aug 2026, 15:4753first reading

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