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Every Second You Get +1 Damage

Every Second You Get +1 Damage

A Roblox experience owned by lol games...

TycoonENincrementalclickerprogression

Every Second You Get +1 Damage is a tycoon experience created on 2022-11-07. It has accumulated 36,443,635 lifetime visits and 364,279 favorites. Currently, 11 users are playing. The game holds an 85% like percentage. The description notes mechanics involving damage increases based on time and group membership.

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

Welcome to Every Second You Get +1 Damage! Kill the NPC, Gain Wins! Progress saves! Join our group for +1 damage every second. If you have a Premium, you get +2 Damage every second. If you enjoy this game leave a like and favorite! More Updates are Coming Soon! You can give us feedback and report bugs on our community wall.

Last updated by the developer 15 Aug 2025, 09:22 UTC.

11
playing (measured 10 Aug 2026, 13:52 UTC)
36,443,635
lifetime visits
85%
liked (16,145 👍 / 2,884 👎)
365,395
favourites (10.0 per 1k visits)
7 November 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 We do not publish numbers we have not measured.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, 13:5217first reading

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

Monetization — game passes

Ultimate Sword
999 R$
Super Sword
499 R$
2x Damage
399 R$
2x Wins
399 R$
+4 Pet Equip
399 R$
Triple Hatch
299 R$
+200 Pet Storage
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! · welcome12,125,102 · 76.1% win
First Kill · other9,619,385 · 62.5% win
10 Kills · other7,057,924 · 50.0% win
25 Kills · progression6,192,975 · 39.8% win
50 Kills · progression5,343,627 · 34.1% win
100 Kills · progression4,263,502 · 30.7% win
Sword Fight · other1,383,427 · 4.5% win
1000 Kills · progression1,022,856 · 5.7% win
10,000 Kills · progression45,968 · 2.3% win
100,000 Kills · progression2,214 · 0.00% win
1,000,000 Kills · progression88 · 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.

Roblox recommends these alongside it

Roblox’s own “games like this” rail, as we recorded it on 17 October 2026. The order is Roblox’s, not ours. Which games it points at most →

Like ratio over time

Growth

8523 August 2026 — 85 % liked2 September 2026 — 85 % liked12 September 2026 — 85 % liked22 September 2026 — 85 % liked2 October 2026 — 85 % liked12 October 2026 — 85 % liked22 October 2026 — 85 % liked23 August 202622 October 2026
7 measurements spanning 60 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 84–86 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
22 Oct 2026, 15:2085no change
12 Oct 2026, 15:1885no change
2 Oct 2026, 15:1785no change
22 Sept 2026, 15:1685no change
12 Sept 2026, 15:1585no change
2 Sept 2026, 15:0585no change
23 Aug 2026, 15:0085first reading

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