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[UPDATE]Generic Combat Game[RELEASE]

[UPDATE]Generic Combat Game[RELEASE]

A Roblox experience owned by JoKu Studios.

Fighting & PvPENcombatgenericmultiplayer

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

A generic combat game. Please join the Dis to share suggestions and report bugs we read and consider all feedback, it helps to improve the game! If you enjoy the game, don't forget to Like and Favorite it for more updates. Tutorials in game. ENJOY!!!! --- CONSOLE AND MOBILE ARE SUPPORTED --- --- DEFAULT PC CONTROLS --- [E] – Equip Style [F] – Block/Parry [T] - Stomp [G] – Grab [R] – Critical Attack [SPACE + (W/A/S/D)] - Dodge [B] - Emote Wheel

Last updated by the developer 19 Aug 2026, 21:58 UTC.

0
playing (measured 19 Aug 2026, 22:35 UTC)
2,563
lifetime visits
74%
liked (31 👍 / 11 👎)
72
favourites (28.1 per 1k visits)
6 July 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 We do not publish numbers we have not measured.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
19 Aug 2026, 22:350first reading

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

Monetization — game passes

VIP
400 R$
2X HP Pack
350 R$
2X XP
300 R$
2X Kills
250 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 · welcome4,082 · 0.00% win
First Blood · progression1,444 · 0.00% win
Meet Epicseku! · other1,026 · 0.00% win
Meet JohnDer! · other268 · 0.00% win
10 Kills · other264 · 0.00% win
100 Kills · progression28 · 0.00% win
1000 KILLS · progression1 · 0.00% win
1000 Deaths · other0 · 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

667570.519 August 2026 — 75 % liked29 August 2026 — 66 % liked8 September 2026 — 75 % liked28 September 2026 — 74 % liked7419 August 202628 September 2026
4 measurements spanning 40 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 — snapshots are recorded only when a count changes, so gaps mean “no change observed”, never “interpolated”. The vertical axis spans 65–76 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
28 Sept 2026, 22:3674-1
8 Sept 2026, 22:3675+9
29 Aug 2026, 22:3666-9
19 Aug 2026, 22:3575first reading

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