Project Capture
A Roblox experience owned by alpha's people.
Fighting & PvPENteam-basedcapture mechanicsrandomized weapons
Description (written by the developer; not a statement by this register)
This is a fighting game in which there are two teams; RED and BLUE. The goal is to capture the entire enemy team in order to win. Release your captured teammates by going through a special path to get to the enemy Capture point where you can release them by pressing a button. Weapons with different unique properties are randomly assigned -Some rarer than others- so that the game is more interesting. Players in the teams can adapt to each of their weapons and work together to develop strategies to defeat the enemy team. The game is more fun with more players. -*Since the game is in it's early stages and almost always has nearly no players, and it's a team game, if you would like to play, please invite your friends and encourage people to play! Games like this need a concurrent player count to work. Thank you!*- More information and details about the gameplay are in the lobby of the game. If you have any suggestions or find a bug, please state it in the group wall. Have fun!
Last updated by the developer 17 May 2024, 13:26 UTC.
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 We do not publish numbers we have not measured.
| Measured (UTC) | Players | Change |
|---|---|---|
| 3 Sept 2026, 08:00 | 0 | first reading |
Concurrent players at each of our measurements (insert-on-change).
Monetization — game passes
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
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.