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The Repairman Experience 🔧

The Repairman Experience 🔧

A Roblox experience owned by NRFL Studios.

HorrorENhorrormysteryexperience

The Repairman Experience 🔧 is a horror game created on 2024-04-15. It has accumulated 884,194 lifetime visits and 34,948 favorites. The experience holds an 87% like percentage. Currently, zero players are active in the experience.

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

[NEW!] The Repairman Experience 🔧 You get called to a house at night to repair some things but the owners are missing... where could they be? LIKE 👍 + FAVORITE ⭐ the game for Part 2! Similar to: The Plane Experience, Christmas Experience, Santa's Workshop Experience, The Football Experience

Last updated by the developer 27 Apr 2026, 18:49 UTC.

0
playing (measured 10 Aug 2026, 14:16 UTC)
884,194
lifetime visits
87%
liked (920 👍 / 135 👎)
34,914
favourites (39.5 per 1k visits)
15 April 2024
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 We do not publish numbers we have not measured.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, 14:160first reading

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

Monetization — game passes

Golden Energy Drink Pet
99 R$
Sprint Ability
89 R$
Faster Movement
79 R$
Energy Drink Pet
69 R$
Neon Gear Pet
49 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 · welcome477,309 · 100.0% win
All Golden Gears (Collectibles) · collection181,431 · 26.7% win
Survived ENDING · progression132,537 · 26.7% win
Caught ENDING · progression61,975 · 0.00% win
Hero ENDING · progression8,104 · 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

8714 August 2026 — 87 % liked23 September 2026 — 87 % liked3 October 2026 — 87 % liked23 October 2026 — 87 % liked14 August 202623 October 2026
4 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 86–88 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
23 Oct 2026, 19:3487no change
3 Oct 2026, 19:3287no change
23 Sept 2026, 19:3187no change
14 Aug 2026, 16:3387first reading

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