Roblox RegisterIndependent record of Roblox groups · not affiliated with Roblox Corporation
[Zen!] Karate Chop Simulator

[Zen!] Karate Chop Simulator

A Roblox experience owned by Buckaboo Games.

SimulatorENmartial artssimulatorleaderboards

[Zen!] Karate Chop Simulator is a simulator experience created on 2018-02-14. It has recorded 10,988,871 lifetime visits and 122,928 favorites. The game holds a 70% like percentage. Currently, zero users are playing. The description highlights mechanics such as Zen Rebirths, board breaking, and combat outside the Safe Zone to earn Chi and belts.

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

☯️ Zen Update ☯️ When you reach 2 billion Chi, you can Zen Rebirth to reset your Chi and gain 1 Zen. With Zen you grow much more powerful! Also leaderboards for Most Rebirths and Most Zen have been added! ☯️ Welcome to Karate Chop Simulator! ☯️ 👊 Chop different kinds of boards to get more powerful and unlock new types of breakable boards! 🎮 You can double jump and dash in mid-air by pressing the jump button! 👊 Defeat other players outside the Safe Zone to get +15 Chi! 👊 Become the strongest and be at the top of the leaderboard! 👊 Earn different Karate Belts as you gain more and more Chi! 👊 Follow @Am_brick1 for codes to get Chi and Exp boosts! 🎮 Play on PC, XBOX and MOBILE!

Last updated by the developer 22 Jun 2018, 23:37 UTC.

0
playing (measured 10 Aug 2026, 14:31 UTC)
10,988,871
lifetime visits
70%
liked (18,971 👍 / 8,177 👎)
122,926
favourites (11.2 per 1k visits)
14 February 2018
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 We do not publish numbers we have not measured.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, 14:310first reading

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

Badge funnel

Apprentice · progression5,001,763 · 0.00% win
White Belt · progression3,732,496 · 0.00% win
Yellow Belt · progression848,208 · 0.00% win
Red Belt · progression54,345 · 0.00% win
Green Belt · progression8,022 · 0.00% win
Purple Belt · progression4,018 · 0.00% win
Blue Belt · progression2,016 · 0.00% win
Brown Belt · progression949 · 0.00% win
Maroon Belt · progression664 · 0.00% win
Black Belt · progression412 · 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

7013 August 2026 — 70 % liked23 August 2026 — 70 % liked13 August 202623 August 2026
2 measurements spanning 10 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 69–71 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
23 Aug 2026, 19:3870no change
13 Aug 2026, 19:3870first reading

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