Everything Must Go
A Roblox experience owned by Devs Ui's.
Sandbox & buildingENdestruction simulationphysics-based chaosmultiplayer competition
Description (written by the developer; not a statement by this register)
🤣 DESTROY STUFF!! 🤣 Ever look at a building and think, “what if I just… deleted it?” Now you can. 🔨 Gain the Golden Delete Hammer (shiny. unnecessary. perfect). ☢️ Unlock cartoonishly unsafe gadgets (yes, a Nuke… who approved this?). 🏙️ Pulverize skyscrapers, tiny sheds, and your friend’s ego—equally. 🧮 Chain reactions, combo multipliers, and absolutely zero cleanup. 👀 Race your friends to cause the most chaos (police not included). 💥Events that can happen during a round that you have to beat! This isn’t architecture… it’s DESTRUCTURE. Updates weekly. Bug fixes sooner. If you find a bug, bonk it with the hammer and report it to our group page Creator: @FruitSight
Last updated by the developer 31 Jul 2026, 19:40 UTC.
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 We do not publish numbers we have not measured.
| Measured (UTC) | Players | Change |
|---|---|---|
| 22 Aug 2026, 06:06 | 0 | first reading |
Concurrent players at each of our measurements (insert-on-change).
Monetization — game passes
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
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.