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[Gilgamesh] Second Piece

[Gilgamesh] Second Piece

A Roblox experience owned by Lanchuria Shrine.

RoleplayENmemeanimecommunity codes

[Gilgamesh] Second Piece is a roleplay experience created on 2023-10-13. It has accumulated 40,528,627 lifetime visits and 59,954 favorites. Currently, 7 players are active. The experience holds an 89% like percentage. Developed by @Chxmei, @Ruriair, and @Honokai, the game is categorized under the roleplay genre within the Roblox platform.

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

>> Welcome to Second Piece Just a meme & anime gaem<< yall should quit this trash Join the community server for more information and codes! Developed by | @Chxmei , @Ruriair , @Honokai

Last updated by the developer 20 Jul 2026, 06:48 UTC.

7
playing (measured 10 Aug 2026, 14:48 UTC)
40,528,627
lifetime visits
89%
liked (46,397 👍 / 5,670 👎)
59,723
favourites (1.5 per 1k visits)
13 October 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 We do not publish numbers we have not measured.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, 14:489first reading

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

Monetization — game passes

Auto Chest
985,000 R$
[Limited] Vasto Lorde's Sword
916,125 R$
Extra Raid Drop
916,125 R$
Yamato + Plastic Chair
916,125 R$
Megumin's Staff
916,125 R$
Kl Commission
916,125 R$
[Limited] The Monarch Of Shadows
916,125 R$
Marisa Kirisame
916,125 R$
Item Spawn Notifier
842,750 R$
John Smith
426 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

Prestige · progression75,501 · 0.00% win
Liber · other112 · 0.00% win
World Artifact · collection0 · 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

8923 August 2026 — 89 % liked2 September 2026 — 89 % liked12 September 2026 — 89 % liked22 September 2026 — 89 % liked2 October 2026 — 89 % liked12 October 2026 — 89 % liked22 October 2026 — 89 % liked1 November 2026 — 89 % liked23 August 20261 November 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 88–90 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
1 Nov 2026, 15:0589no change
22 Oct 2026, 15:0489no change
12 Oct 2026, 15:0289no change
2 Oct 2026, 15:0189no change
22 Sept 2026, 14:5389no change
12 Sept 2026, 14:5289no change
2 Sept 2026, 14:4989no change
23 Aug 2026, 14:3889first reading

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