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Merge a Disaster

Merge a Disaster

A Roblox experience owned by XP Games!.

TycoonENmerge mechanicsbase defenseidle/tycoon elements

Merge a Disaster is a tycoon experience created on 2026-07-13. It currently has 418 players, 1,623,234 lifetime visits, and 97,349 favorites. The game holds an 85% like percentage. Players merge hazards to earn cash and attack enemy bases. Updates occur weekly. The experience supports desktop, mobile, tablet, and console platforms.

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

Merge disasters. Unleash chaos. WRECK everyone. 🌪️ 🔧 Merge hazards into MASSIVE disasters 💰 Your disasters earn CASH every second - even whilst you're OFFLINE! ☄️ Unleash disasters on enemy bases and STEAL their cash 🛡️ SHIELD your base before someone strikes YOU back! 🏆 Can you build the most destructive disaster collection? 🎮 Playable on Desktop, Mobile, Tablet & Console! 🔥 NEW UPDATES EVERY FRIDAY 🔔 Join the group for codes & updates!

Last updated by the developer 21 Aug 2026, 14:41 UTC.

92
playing (measured 21 Aug 2026, 20:54 UTC)
1,795,335
lifetime visits
85%
liked (2,336 👍 / 406 👎)
127,455
favourites (71.0 per 1k visits)
13 July 2026
created (per Roblox)

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Live players over time

Growth

92561326.510 August 2026 — 561 players21 August 2026 — 92 players10 August 202621 August 2026
2 measurements spanning 11 days, net -469. 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 22–631 and does not start at zero.
Measurement log — every players count we have recorded
Measured (UTC)PlayersChange
21 Aug 2026, 20:5492-469
10 Aug 2026, 14:45561first reading

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

Badge funnel

Played Merge a Disaster · other945,743 · 100.0% win
Defeat Crab Boss · progression19 · 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

8514 August 2026 — 85 % liked21 August 2026 — 85 % liked24 August 2026 — 85 % liked3 September 2026 — 85 % liked13 September 2026 — 85 % liked23 September 2026 — 85 % liked3 October 2026 — 85 % liked13 October 2026 — 85 % liked23 October 2026 — 85 % liked14 August 202623 October 2026
9 measurements spanning 70 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 84–86 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
23 Oct 2026, 14:0385no change
13 Oct 2026, 14:0385no change
3 Oct 2026, 14:0285no change
23 Sept 2026, 14:0185no change
13 Sept 2026, 14:0185no change
3 Sept 2026, 14:0185no change
24 Aug 2026, 14:0085no change
21 Aug 2026, 20:5485no change
14 Aug 2026, 13:5385first reading

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