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Daimyo Legacy [Testing]

Daimyo Legacy [Testing]

A Roblox experience owned by WHY_KM.

RoleplayENNarutoRPGPvP

Daimyo Legacy [Testing] is a roleplay experience created on 2021-07-16. The game has recorded 562,452 lifetime visits and 6,770 favorites. Currently, zero users are playing. The title holds a 79 percent like percentage. It is developed by YegorGuyDev, B13M4RK, and 0verchargedBattery.

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

--SALE-- You can buy access to the game to become a tester! Welcome to Daimyo Legacy! Explore a vast map, get stronger and obtain powerful jutsus. Fight other people and bosses and drip out your character with different rarity items. Will you live protecting the world, or will you be the one to destroy it? Developed by: - YegorGuyDev (Scripting, Modeling, Animations, VFX) - B13M4RK (Scripting, Building, GUI) - 0verchargedBattery (Scripting, Modeling, GUI) - Special Thanks to AdventZer0, Prantinum, Johnzy and our Testing Team

Last updated by the developer 4 Mar 2026, 04:09 UTC.

0
playing (measured 11 Aug 2026, 00:30 UTC)
562,452
lifetime visits
79%
liked (2,013 👍 / 529 👎)
6,769
favourites (12.0 per 1k visits)
16 July 2021
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 We do not publish numbers we have not measured.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
11 Aug 2026, 00:300first reading

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

Monetization — game passes

Unlimited Spins
7,000 R$
VIP
195 R$
Skip Spin Time
150 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

OG Player · other26,352 · 0.00% win
A New Beginning · welcome293 · 0.00% win
Tester · other33 · 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

7914 August 2026 — 79 % liked24 August 2026 — 79 % 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 78–80 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
24 Aug 2026, 20:1679no change
14 Aug 2026, 20:0879first reading

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