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Superhero Life III

Superhero Life III

A Roblox experience owned by Nightcycle.

RoleplayENsuperherocity defensecharacter creation

Superhero Life III is a roleplay experience created on 2018-06-26. It has accumulated 33,908,223 lifetime visits and 220,961 favorites. The game holds an 80% like percentage. Currently, zero users are playing. Development credits include CJ_Oyer for design and programming, with contributions from Ryferion1, GammaShock, iamHarrius, Ep1cism, KinqAustinn, Sarahdactyl, len_ny, and TheLoudScream.

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

Create your own hero, fight super villains, save the city! Game Design, Map Planning, Programming, Producer: CJ_Oyer Suits: Ryferion1 Map: Ryferion1, GammaShock, iamHarrius UI Assets: Ep1cism UI Prototyping: KinqAustinn Game Icon: Sarahdactyl Textures: len_ny Tool Icons: TheLoudScream

Last updated by the developer 26 Apr 2025, 10:15 UTC.

0
playing (measured 10 Aug 2026, 15:51 UTC)
33,908,223
lifetime visits
80%
liked (43,491 👍 / 10,715 👎)
220,945
favourites (6.5 per 1k visits)
26 June 2018
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 We do not publish numbers we have not measured.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, 15:510first reading

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

Monetization — game passes

Extra Power Slots
450 R$
Double Save Slots
300 R$
Advanced Roleplay Tools
200 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

Museum Heist! · other350,198 · 0.00% win
Admin Launcher · other2,482 · 0.00% win
Influencer Launcher · other1,463 · 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

8023 August 2026 — 80 % liked2 September 2026 — 80 % liked23 August 20262 September 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 79–81 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
2 Sept 2026, 15:1980no change
23 Aug 2026, 15:0680first reading

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