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[HR] Physic Engine Stress Simulator | [V. 1.8.1]

[HR] Physic Engine Stress Simulator | [V. 1.8.1]

A Roblox experience owned by Hakura Railway | 葉倉鉄道.

Sandbox & buildingENphysics simulationsandboxstress testing

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

A place to test and stress Roblox's physics engine by Hakura Railway | 葉倉鉄道 Things to do here: - Spawn parts in masses - Select part shapes - Anchor parts - See and interact with other players' parts - Explode your spawned parts Extra Features: - Test Roblox's rendering engine by traveling to certain studs Experiment Findings: - Block Shaped parts tend to suffer from lagging out when stacking on each other. - Ball Shaped parts are the least laggy. - Ball Shaped parts bounce and stack better than blocks. - Cylinders parts are the laggiest. Simple Rules: - Please do not spam in masses rapidly - Please do not obstruct others from using the control panel ===Tags=== Physics Engine Stress Test Testing Sandbox Collision Destruction Explosion FPS Lag Graphic

Last updated by the developer 12 Jun 2026, 06:54 UTC.

0
playing (measured 10 Aug 2026, 16:17 UTC)
26,934
lifetime visits
87%
liked (104 👍 / 16 👎)
235
favourites (8.7 per 1k visits)
23 July 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 We do not publish numbers we have not measured.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, 16:170first reading

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

Monetization — game passes

Special Objects
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

Welcome to [HR] Physic Engine Stress Simulator · welcome9,599 · 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.