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[RLT STUDIOS] Ro-Scale Snowpiecer [2024]

[RLT STUDIOS] Ro-Scale Snowpiecer [2024]

A Roblox experience owned by RLT Studios.

SimulatorENSnowpiercerTrain SimulatorExploration

[RLT STUDIOS] Ro-Scale Snowpiecer [2024] is a simulator experience created on 2022-04-23. The game currently has 6 players online and 1,163,146 lifetime visits. It holds a 76% like percentage and 6,715 favorites. The description indicates the experience is based on the "SNOWPIERCER" franchise, featuring train exploration and various gameplay elements.

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

··· Ro-Scale Based on the franchise: "SNOWPIERCER." ··· ❄ Explore the different landscapes with the different trains based on the franchise! 🚅 Try the different trains! In the future, new trains and improvements will come. ⭐ Those with a front section ticket are entitled to free access to the big trains (Icebreaker and Big Alice) but gamepasses are available to get the trains at a lower price! TAGS: snowpiercer / snow / train simulator / 1001 / SnowLand

Last updated by the developer 14 Jul 2026, 02:41 UTC.

6
playing (measured 10 Aug 2026, 19:23 UTC)
1,163,146
lifetime visits
77%
liked (1,656 👍 / 505 👎)
6,772
favourites (5.8 per 1k visits)
23 April 2022
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 We do not publish numbers we have not measured.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, 19:232first reading

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

Monetization — game passes

Concept Arts Trains gamepass
175 R$
BIG trains gamepass
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

DO'H! · other2,622 · 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

767776.514 August 2026 — 76 % liked24 August 2026 — 76 % liked3 September 2026 — 77 % liked13 September 2026 — 77 % liked23 September 2026 — 77 % liked3 October 2026 — 77 % liked13 October 2026 — 77 % liked23 October 2026 — 77 % liked14 August 202623 October 2026
8 measurements spanning 70 days, net +1. 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 76–77 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
23 Oct 2026, 17:0777no change
13 Oct 2026, 17:0677no change
3 Oct 2026, 17:0577no change
23 Sept 2026, 17:0477no change
13 Sept 2026, 16:3477no change
3 Sept 2026, 16:3177+1
24 Aug 2026, 14:1976no change
14 Aug 2026, 14:1876first reading

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