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Eat Everything In A Grocery Store

Eat Everything In A Grocery Store

A Roblox experience owned by Play On Grocery Store.

SimulatorENfood consumptionclicker mechanicco-op challenge

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

The doors are locked. The shelves are full. 4,300,000 calories of food... and you have to eat EVERYTHING. 🍎 CLICK TO EAT: aim, click, chomp! Apples, Choco Puffs, Bloxy Cola, stockroom pallets, even a 150,000-calorie Mega Watermelon. Every item breaks apart bite by bite. 💪 HIT THE GYM: calories are your currency. Spend them at the in-store gym on Hold to Eat, Speed, Multi Eat (up to x12!), Calories and Reach. 👥 SOLO OR WITH FRIENDS: start a party in the lobby. Same store, more mouths: clear it faster together! 📖 FOOD INDEX: taste all 175 foods to complete your collection. Can you find the hidden golden banana? 💰 $1,000,000 PRIZE: empty the store and split the million (in-game cash) with your team. 🏆 LEADERBOARDS: most calories eaten and fastest store cleared. The real-life challenge took 113 days. How fast can YOU clear it?

Last updated by the developer 8 Oct 2026, 19:46 UTC.

95
playing (measured 8 Oct 2026, 19:50 UTC)
56,347
lifetime visits
57%
liked (62 👍 / 46 👎)
686
favourites (12.2 per 1k visits)
3 October 2026
created (per Roblox)

Play on Roblox →

Live players over time

Growth

95186140.58 Oct 2026, 16:31 — 186 players8 Oct 2026, 16:50 — 162 players8 Oct 2026, 17:50 — 181 players8 Oct 2026, 18:50 — 133 players8 Oct 2026, 19:50 — 95 players8 Oct 2026, 16:318 Oct 2026, 19:50
5 measurements taken within a single day, net -91. 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 81–200 and does not start at zero.
Measurement log — every players count we have recorded
Measured (UTC)PlayersChange
8 Oct 2026, 19:5095-38
8 Oct 2026, 18:50133-48
8 Oct 2026, 17:50181+19
8 Oct 2026, 16:50162-24
8 Oct 2026, 16:31186first reading

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

Monetization — game passes

x2 Cash
399 R$
VIP
299 R$
Starter Pass
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

Welcome! · welcome32,535 · 100.0% win
First Game · welcome29,915 · 100.0% win
Millionaire · progression3,258 · 24.8% win
Multi-Millionaire · progression3 · 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

578 Oct 2026, 16:32 — 57 % liked8 Oct 2026, 16:50 — 57 % liked8 Oct 2026, 17:50 — 57 % liked8 Oct 2026, 18:50 — 57 % liked8 Oct 2026, 19:50 — 57 % liked8 Oct 2026, 16:328 Oct 2026, 19:50
5 measurements taken within a single day. 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 56–58 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
8 Oct 2026, 19:5057no change
8 Oct 2026, 18:5057no change
8 Oct 2026, 17:5057no change
8 Oct 2026, 16:5057no change
8 Oct 2026, 16:3257first reading

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