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Rogue Lineage : Reborn 2

Rogue Lineage : Reborn 2

A Roblox experience owned by Kasp's Studios.

AdventureENpermadeathfantasyroguelike

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

Rogue Lineage : Reborn 2 is a fantasy game with roguelike elements. The game revolves around a permadeath mechanic, where each of your characters will have but a few lives before they die forever. You'll pass down some pieces of yourself to your heir, who'll become your next character. Players will progress by learning new abilities and trying to best their previous characters. Forge houses with your friends to take control of cities, or stick it out alone. Tackle injuries, diseases, and trauma as you struggle to survive in this testament to pain. Developed by: KaspVibes, ######### Guilty_Desire, tivwo, h4rasik, Aboba16660, etc. Contributions from: Nilvaat (Weapon Modelling), Blotnik (Clothing), x_o (Music), Huge Inspiration from Noloafing, Ragoozer, Arch_Mage, Grimmkind, Melon_Sensei, aptorian, Rookie_Ethnic, Sherosama

Last updated by the developer 9 Oct 2025, 03:35 UTC.

0
playing (measured 12 Aug 2026, 04:00 UTC)
21,401
lifetime visits
69%
liked (41 👍 / 18 👎)
74
favourites (3.5 per 1k visits)
20 January 2023
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 We do not publish numbers we have not measured.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
12 Aug 2026, 04:000first reading

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

Monetization — game passes

Devs get paid
1,500 R$
Vanity Armor
1,000 R$
Name Change
100 R$
Mana Color Change
100 R$
Cowls
100 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

Edict · other30 · 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.