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Strongman Smash

Strongman Smash

A Roblox experience owned by The Gang Stockholm.

SimulatorENStrongman SimulatorSmash mechanicGym/Strength progression

Strongman Smash is a simulator experience created on April 4, 2023. It has accumulated 8,830,837 lifetime visits and holds 15,349 favorites. The game maintains an 89% like percentage. Currently, zero users are playing. The title functions as a tribute to Strongman Simulator, featuring mechanics involving item smashing and strength training within the simulator genre.

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

💪Welcome to Strongman Smash! 💪 This is a tribute game to Strongman Simulator reaching 1 Billion visits. If you ever wondered where the items went when you dragged them across the finish line, this is the place! 🦆 Pick up items and smash them to gain energy, ⚡ Use energy at the gym to gain strength, 💨 Destroy the gate to reach new areas. 🚀 Codes: 🚀 smash500 smash2500 smash5000 Next codes will unlock at: 10000 Likes 💪Update 11💪 Goblins! 😈 Tags: Simulator, Workout, Muscle, Pet, Thanos

Last updated by the developer 16 Sept 2025, 14:05 UTC.

0
playing (measured 10 Aug 2026, 14:00 UTC)
8,830,837
lifetime visits
89%
liked (6,503 👍 / 813 👎)
15,354
favourites (1.7 per 1k visits)
4 April 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 We do not publish numbers we have not measured.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
10 Aug 2026, 14:000first reading

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

Monetization — game passes

Auto Play
1,499 R$
VIP
799 R$
X2 Walkspeed
699 R$
X2 Energy
499 R$
Open 3 Eggs
499 R$
X10 Workout Speed
499 R$
Auto Workout
399 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 · welcome4,049,305 · 0.00% win
Started Collecting · collection3,704,961 · 0.00% win
Started breaking · other3,559,648 · 0.00% win
First Workout · other3,531,977 · 0.00% win
10 Workouts · progression3,414,640 · 0.00% win
10 Items · collection3,236,199 · 0.00% win
50 Items · collection2,674,167 · 0.00% win
Second Area · progression2,289,260 · 0.00% win
100 Items · collection2,171,350 · 0.00% win
50 Workouts · progression2,006,051 · 0.00% win
Workout 100 · progression1,295,504 · 0.00% win
Third Area1,151,600 · 0.00% win
Fourth Area · progression602,287 · 0.00% win
1000 Items · collection273,680 · 0.00% win
Fifth Area · progression128,635 · 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

8913 August 2026 — 89 % liked2 September 2026 — 89 % liked13 August 20262 September 2026
2 measurements spanning 20 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 88–90 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
2 Sept 2026, 21:0889no change
13 Aug 2026, 21:0789first reading

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