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Weight Lifting Simulator 2

Weight Lifting Simulator 2

A Roblox experience owned by Flamin' Studios™.

SimulatorENsimulatorgymidle

Weight Lifting Simulator 2 is a simulator experience created on 2017-08-17. The game has accumulated 77,636,661 lifetime visits and 510,763 favorites. It holds an 80% like percentage. Currently, zero users are playing the experience.

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

Get beefed up and brawl your friends in the ultimate Weight lifting simulator! Twitter: @AvectusRBLX Join the community group for extra bonuses! https://www.roblox.com/My/Groups.aspx?gid=2757866 **STATS SAVE AUTOMATICALLY! *Note - You gotta workout after taking boosts for them to show! *SHUTDOWN MEANS UPDATES!!!

Last updated by the developer 31 Dec 2018, 21:39 UTC.

0
playing (measured 10 Aug 2026, 14:08 UTC)
77,636,661
lifetime visits
80%
liked (137,519 👍 / 34,370 👎)
510,569
favourites (6.6 per 1k visits)
17 August 2017
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 We do not publish numbers we have not measured.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, 14:080first reading

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

Monetization — game passes

VIP Access
250 R$
Akimbo Weights
200 R$
Kung Fu
150 R$
Double Weight
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

You reach 500 strength! · progression2,793,199 · 0.00% win
You reached 1000 strength! · progression2,460,866 · 0.00% win
You reached 2500 strength! · progression1,399,888 · 0.00% win
You reach 5000 strength! · progression691,488 · 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

8023 August 2026 — 80 % liked2 September 2026 — 80 % liked12 September 2026 — 80 % liked22 September 2026 — 80 % liked2 October 2026 — 80 % liked12 October 2026 — 80 % liked22 October 2026 — 80 % liked1 November 2026 — 80 % liked23 August 20261 November 2026
8 measurements spanning 70 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 79–81 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
1 Nov 2026, 13:5180no change
22 Oct 2026, 13:5080no change
12 Oct 2026, 13:4980no change
2 Oct 2026, 13:4880no change
22 Sept 2026, 13:4780no change
12 Sept 2026, 13:3880no change
2 Sept 2026, 13:3680no change
23 Aug 2026, 13:3380first reading

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