Roblox RegisterIndependent record of Roblox groups · not affiliated with Roblox Corporation
Evolution Tycoon 2

Evolution Tycoon 2

A Roblox experience owned by Kalm Studio.

TycoonENevolutionhistorytycoon

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

v1.0.0 - Release (6/19/2026) 🧬 Start Robloxian life 🔬 Unlock new Technologies ⭐️ Earn points from better Technology 📖 Learn about each Technology 💡 Evolve through the Eras of Robloxian History 💾 All progress is Auto Saved! 📄Disclaimer: This game is not 100% Historically Accurate, and leaves out many real world events, inventions, and social movements that majorly influence history and the evolution of technology. No Generative-AI was used in the creation of this experience. This game was made by a single developer, so if there are bugs please report them :>

Last updated by the developer 24 Jul 2026, 01:04 UTC.

0
playing (measured 10 Aug 2026, 22:38 UTC)
1,797
lifetime visits
98%
liked (60 👍 / 1 👎)
52
favourites (28.9 per 1k visits)
15 December 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 We do not publish numbers we have not measured.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, 22:380first reading

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

Monetization — game passes

x2 Atomic Studs
150 R$
x2 Points
150 R$
+150% Sprint Speed
25 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

Stone Age · progression713 · 100.0% win
Medieval Era · progression361 · 87.0% win
Age of Revolution · progression176 · 0.00% win
Modern Era · progression99 · 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

9819 August 2026 — 98 % liked8 September 2026 — 98 % liked18 September 2026 — 98 % liked8 October 2026 — 98 % liked18 October 2026 — 98 % liked28 October 2026 — 98 % liked19 August 202628 October 2026
6 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 97–99 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
28 Oct 2026, 09:3498no change
18 Oct 2026, 09:0498no change
8 Oct 2026, 09:0298no change
18 Sept 2026, 02:1798no change
8 Sept 2026, 02:0898no change
19 Aug 2026, 01:1698first reading

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