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Gothenburg Elevators!

Gothenburg Elevators!

A Roblox experience owned by Swedish Technology.

RoleplayENsimulationreal-world locationslice of life

Gothenburg Elevators! is a roleplay experience created on 2024-02-21. The game currently has 147 players online and has accumulated 2,404,509 lifetime visits. It holds 3,672 favorites and maintains a 75% like percentage. The description notes potential lag on mobile or tablet devices.

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

Just to let you know, this game might be laggy on mobile / tablet Elevators in Gothenburg, sweden Enjoyed this game? Don't forget to leave a like and turn on notifications so you never miss all the amazing updates.

Last updated by the developer 19 Aug 2026, 19:04 UTC.

74
playing (measured 21 Aug 2026, 20:54 UTC)
2,474,363
lifetime visits
77%
liked (767 👍 / 234 👎)
5,438
favourites (2.2 per 1k visits)
21 February 2024
created (per Roblox)

Play on Roblox →

Live players over time

Growth

72747310 August 2026 — 72 players21 August 2026 — 74 players10 August 202621 August 2026
2 measurements spanning 11 days, net +2. 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 72–74 and does not start at zero.
Measurement log — every players count we have recorded
Measured (UTC)PlayersChange
21 Aug 2026, 20:5474+2
10 Aug 2026, 23:3372first reading

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

Monetization — game passes

Big donate
100 R$
Medium donate
50 R$
Donate
10 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

Ride in Roblox tallest Elevator · other12,396 · 0.00% win
Find a secret place · secret366 · 0.80% 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

75777614 August 2026 — 75 % liked21 August 2026 — 75 % liked24 August 2026 — 75 % liked3 September 2026 — 76 % liked13 September 2026 — 76 % liked23 September 2026 — 76 % liked3 October 2026 — 76 % liked13 October 2026 — 77 % liked23 October 2026 — 77 % liked14 August 202623 October 2026
9 measurements spanning 70 days, net +2. 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 75–77 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
23 Oct 2026, 11:0677no change
13 Oct 2026, 11:0577+1
3 Oct 2026, 11:0576no change
23 Sept 2026, 11:0476no change
13 Sept 2026, 11:0376no change
3 Sept 2026, 11:0276+1
24 Aug 2026, 08:0875no change
21 Aug 2026, 20:5475no change
14 Aug 2026, 08:0775first reading

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