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Experimental Roleplay

Experimental Roleplay

A Roblox experience owned by Experimental Roleplay.

RoleplayENbiochemical experimentationsecurity enforcementrebellion

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

🧪 Welcome to the Epsilon Research Institute A classified, high-security facility dedicated to advanced biochemical experimentation. 🧑‍🔬 Conduct dangerous experiments as a Researcher 🔪 Live as a Test Subject, obey… or start a rebellion 🔫 Enforce order as Security and contain the chaos Join our group to become a Researcher: https://www.roblox.com/communities/17301415/Experimental-Roleplay 🔨 This game is currently in development, expect frequent updates! ⭐ Like & favorite to support the project and stay tuned!

Last updated by the developer 8 Aug 2026, 03:56 UTC.

19
playing (measured 10 Aug 2026, 20:31 UTC)
193,613
lifetime visits
71%
liked (1,069 👍 / 431 👎)
6,924
favourites (35.8 per 1k visits)
7 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 We do not publish numbers we have not measured.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, 20:310first reading

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

Monetization — game passes

🕴️Intelligence Agency
250 R$
🔪 Stolen Knife
175 R$
🪽Athletic Stamina
150 R$
💳 Stolen Keycard
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

Joined during Alpha! · welcome137,426 · 100.0% win
Get Quarantined · other3,406 · 17.2% win
Administration Visit · other2,220 · 100.0% win
Escape the Facility · progression700 · 2.0% win
Synthesize a Chemical · other468 · 1.2% win
Witness NO-20 · other453 · 1.8% 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

7115 August 2026 — 71 % liked25 August 2026 — 71 % liked4 September 2026 — 71 % liked14 September 2026 — 71 % liked24 September 2026 — 71 % liked4 October 2026 — 71 % liked14 October 2026 — 71 % liked24 October 2026 — 71 % liked15 August 202624 October 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 70–72 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
24 Oct 2026, 09:1971no change
14 Oct 2026, 09:1871no change
4 Oct 2026, 09:1771no change
24 Sept 2026, 09:1771no change
14 Sept 2026, 06:5271no change
4 Sept 2026, 06:5071no change
25 Aug 2026, 05:1671no change
15 Aug 2026, 05:1571first reading

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