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After The Flash: Deep Winter [6.5]

After The Flash: Deep Winter [6.5]

A Roblox experience owned by Flashstorm.

SurvivalENpost-apocalypticsurvivalhorror

After The Flash: Deep Winter [6.5] is a survival experience created on 2016-11-13. It has accumulated 1,817,054 lifetime visits and 26,022 favorites. The game holds an 89% like percentage. Currently, zero users are playing.

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

The year is 2039, 7 years after the bombs fell. Food, ammunition and water are scarce - mutants prey on lone survivors. Everything is cold, everything is hostile. Rules may be found in-game, ask administrators in case of doubts.

Last updated by the developer 20 Jan 2025, 05:49 UTC.

0
playing (measured 10 Aug 2026, 15:05 UTC)
1,817,054
lifetime visits
89%
liked (7,568 👍 / 890 👎)
26,021
favourites (14.3 per 1k visits)
13 November 2016
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 We do not publish numbers we have not measured.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, 15:050first reading

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

Monetization — game passes

"Gunfest" 2018
50 R$
Weapon Pack: Rancher
45 R$
Weapon Pack: True North
30 R$
Weapon Pack: Interloper
30 R$
Weapon Pack: Straggler
30 R$
Weapon Pack: Looter
30 R$
Weapon Pack: Nomad
30 R$
Weapon Pack: Sea Raider
30 R$
Weapon Pack: Vanguard
30 R$
Weapon Pack: Peacekeeper
30 R$
Weapon Pack: War Relic
30 R$
Weapons Pack: Desert Surplus
30 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

Letterhead · other7,334 · 0.00% win
The Alternate Sixth · other3,868 · 0.00% win
Top of the Abyss · progression1,638 · 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

8914 August 2026 — 89 % liked24 August 2026 — 89 % liked14 August 202624 August 2026
2 measurements spanning 10 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 88–90 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
24 Aug 2026, 10:3189no change
14 Aug 2026, 10:3089first reading

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