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Drive and Crash Into People

Drive and Crash Into People

A Roblox experience owned by Serunite x Gigabrain.

RacingENvehicle combatprogressionmultiplayer

Drive and Crash Into People is a racing experience created on 2024-07-07. It has accumulated 7,088,346 lifetime visits and 146,022 favorites. The game holds an 81% like percentage. Currently, zero users are playing. The description highlights mechanics involving running over NPCs and cars to earn cash and rare skins.

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

If you don't like being ran over, private servers are free! 💥 DRIVE AND CRASH INTO PEOPLE 💥 - Run over NPCs to get stronger - Run over other cars to earn Cash (and get stronger) - Earn and collect rare car skins - Reach crazy multipliers for crazy speeds! Premium benefits: Premium players get +100 starting Cash New updates weekly! Follow the game so you don't miss out! LIKE, FAVORITE, and JOIN the group for FREE +2,500 SIZE Made with 🦆 by Serunite

Last updated by the developer 13 May 2026, 00:55 UTC.

0
playing (measured 10 Aug 2026, 15:06 UTC)
7,088,346
lifetime visits
81%
liked (18,293 👍 / 4,328 👎)
145,996
favourites (20.6 per 1k visits)
7 July 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 We do not publish numbers we have not measured.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, 15:060first reading

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

Monetization — game passes

Mega Lucky Hatch
545 R$
VIP
399 R$
Triple Hatch
295 R$
Lucky Hatch
245 R$
Double Cash
199 R$
Auto Hatch
99 R$
Skip Egg Hatch Animation
39 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

Become a Car! · other3,861,296 · 88.9% 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

8113 August 2026 — 81 % liked23 August 2026 — 81 % 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 80–82 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
23 Aug 2026, 22:4881no change
13 Aug 2026, 22:4781first reading

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