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[NEW ENDINGS!] ⏰ NEED MORE TIME ⏰

[NEW ENDINGS!] ⏰ NEED MORE TIME ⏰

A Roblox experience owned by Real Studios | RS.

RoleplayENschool stressmultiple endingslife sim

NEED MORE TIME is a roleplay experience created on February 10, 2024. The game has accumulated 1,614,685 lifetime visits and 1,800 favorites. It maintains a 69% like percentage. Currently, zero users are playing. The description notes four available endings with additional content planned. The experience draws inspiration from the title NEED MORE HEAT.

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

You have just got back from school, and have been stressing about this massive essay which is 100% of your grade. You really need to do it, but your father needs help around the house. This is the biggest essay of your life, will you do it or not? There are currently 4 endings, and more to come Massive credit goes to MaxXD_22 for creating "NEED MORE HEAT" as this game is obviously heavily inspired by it! Go check out his game, it is amazing! Tags: NEED MORE, NEED MORE HEAT, NEED MORE COLD, NEED MORE SLEEP, NEED MORE TIME

Last updated by the developer 12 Feb 2024, 03:11 UTC.

0
playing (measured 11 Aug 2026, 05:33 UTC)
1,614,685
lifetime visits
69%
liked (302 👍 / 138 👎)
1,802
favourites (1.1 per 1k visits)
10 February 2024
created (per Roblox)

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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 We do not publish numbers we have not measured.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
11 Aug 2026, 05:330first reading

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

Badge funnel

Good ending · progression161,788 · 36.4% win
Bad ending · progression26,935 · 36.4% win
Dark ending · progression14,424 · 0.00% win
Good ending..? · progression9,883 · 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.