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[💥Update 3] Universe Incremental

[💥Update 3] Universe Incremental

A Roblox experience owned by Incrementalist Studios.

SimulatorENincrementalidle2d

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

Welcome to Universe Incremental! (Released on 1st of January for robo) This is a 2d Incremental game, so it's different than most others on Roblox nowadays.. How the game works: 📈Get as much Atoms as possible 🎉Use everything in the game to increase Atoms production! ✨Reset every once in a while to get even stronger! ❓Don't forget to actually tryeverything you have to get further, it might be the main cause 📖Reach the highest Chapter Version: v1.0.0 - Update 3 - Final Update 🎉New Progression Reset inside Chapter 2 ✨Extended Minigame 1 slightly and made it available everywhere 🎊And MORE! 🔌Also fixed some things Thank you to the users/games: @robominer14456: Generally making the whole game Incremental Mass Rewritten: A game I was inspired off by a lot Grass Cutting Incremental: The first Incremental I ever played and is also the best one other than the first mentioned You: For playing this game :)

Last updated by the developer 2 Jun 2026, 15:10 UTC.

1
playing (measured 10 Aug 2026, 23:46 UTC)
464,668
lifetime visits
69%
liked (840 👍 / 369 👎)
2,243
favourites (4.8 per 1k visits)
1 January 2025
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 We do not publish numbers we have not measured.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, 23:460first reading

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

Badge funnel

Something ain't right... [April Fools Event] · social24 · 0.00% win
Tricked You :) [April Fools Event] · social13 · 0.00% win
There's still more.. [April Fools Event] · other6 · 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

6914 August 2026 — 69 % liked3 September 2026 — 69 % liked13 September 2026 — 69 % liked24 September 2026 — 69 % liked4 October 2026 — 69 % liked14 October 2026 — 69 % liked24 October 2026 — 69 % liked14 August 202624 October 2026
7 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 68–70 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
24 Oct 2026, 01:3369no change
14 Oct 2026, 01:3169no change
4 Oct 2026, 01:3069no change
24 Sept 2026, 01:2169no change
13 Sept 2026, 23:5169no change
3 Sept 2026, 23:4569no change
14 Aug 2026, 21:4769first reading

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