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Ryu's Beam Clash Practice

Ryu's Beam Clash Practice

A Roblox experience owned by Ryu's Beam Clash Group.

Fighting & PvPENreaction time trainingfighting mechanicsdifficulty progression

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

**⚡ Welcome to Ryu's Beam Clash Practice! ⚡** Train your reactions, sharpen your timing, and master the art of Beam Clashing! Challenge opponents in intense clash battles where every key press matters. Improve your reaction speed and accuracy as you fight increasingly powerful enemies. 🌟 Features: • Multiple opponents across different difficulty levels • Challenge the strongest beam users • Improve your reaction time and accuracy • Unique battle maps • More characters and updates coming soon! Do you have what it takes to become the ultimate Beam Clash master?

Last updated by the developer 10 Aug 2026, 01:38 UTC.

0
playing (measured 4 Sept 2026, 04:49 UTC)
4,025
lifetime visits
48%
liked (10 👍 / 11 👎)
29
favourites (7.2 per 1k visits)
20 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 We do not publish numbers we have not measured.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
4 Sept 2026, 04:490first reading

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

Monetization — game passes

Donation
10 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 tamer · progression43 · 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

485350.54 September 2026 — 53 % liked25 September 2026 — 50 % liked5 October 2026 — 48 % liked4 September 20265 October 2026
3 measurements spanning 31 days, net -5. 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 47–54 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
5 Oct 2026, 12:3548-2
25 Sept 2026, 12:3550-3
4 Sept 2026, 23:2153first reading

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