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🧊 My Pet Ice Cube

🧊 My Pet Ice Cube

A Roblox experience owned by Angry Gorilla Studio.

SimulatorENpet simulationidle mechanicscollection

My Pet Ice Cube is a simulator experience created on November 27, 2024. The game has recorded 2,978,489 lifetime visits and 235,646 favorites. It maintains an 87% like percentage. Currently, zero users are playing. The project involves contributions from @jesdes, @xKrept, and @EoSmoook.

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

🧊 Welcome to 'My Pet Ice Cube' ⏰ Your ice cube grows even while offline! 🏆 Compete to have the biggest Ice Cube on the global leaderboard 📅 Your progress saves! ⭐ Game inspired by: My Snowball, My Pet Rock, Adopt A Cute Cat! Project Leader: @jesdes Programming: @xKrept UI: @xKrept Modeler: @EoSmoook

Last updated by the developer 4 Apr 2026, 00:53 UTC.

0
playing (measured 10 Aug 2026, 16:22 UTC)
2,978,489
lifetime visits
87%
liked (5,739 👍 / 823 👎)
235,611
favourites (79.1 per 1k visits)
27 November 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 We do not publish numbers we have not measured.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, 16:220first reading

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

Monetization — game passes

Troll
2,499 R$
Infinite Shield
799 R$
Incognito
79 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

My Pet Ice Cube · collection1,327,998 · 100.0% win
Ice O'Clock · other436,501 · 37.8% win
Icy day · other305,496 · 18.9% win
Ice Cube Challenge (Impossible) · other92,874 · 22.0% win
Frozen for a Year · other15,098 · 59.8% win
Ice Cube Champion · other2,508 · 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 % liked3 September 2026 — 87 % liked13 September 2026 — 87 % liked23 September 2026 — 87 % liked3 October 2026 — 87 % liked13 October 2026 — 87 % liked23 October 2026 — 87 % liked2 November 2026 — 87 % liked14 August 20262 November 2026
8 measurements spanning 80 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
2 Nov 2026, 06:0687no change
23 Oct 2026, 06:0587no change
13 Oct 2026, 06:0587no change
3 Oct 2026, 06:0487no change
23 Sept 2026, 06:0387no change
13 Sept 2026, 06:0287no change
3 Sept 2026, 06:0187no change
14 Aug 2026, 05:5387first reading

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