Roblox RegisterIndependent record of Roblox groups · not affiliated with Roblox Corporation
Mischief Managed [ ALPHA Testing ]

Mischief Managed [ ALPHA Testing ]

A Roblox experience owned by Team Revelio.

RoleplayENHarry PotterRoleplayMagic

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

Mischief Managed - Currently in Testing Step into a hidden world where spells spark, allegiances clash, and nothing is as it seems. Join the Wizards & Witches, Death Eaters, Ministry, or Professors and shape the fate of the magical realm. From shadowy duels to daring escapes, every choice you make weaves into a living story of intrigue, danger, and magic. Developers: Toks & Baz Tags: Harry Potter, Magic, Wands, Spells, Duels, Brooms, Castle, Mischief Managed, Hogwarts, Castle, Apparate, Flight, Cloak, Deathly Hallows

Last updated by the developer 11 Aug 2026, 17:10 UTC.

0
playing (measured 11 Aug 2026, 22:38 UTC)
12,623
lifetime visits
73%
liked (99 👍 / 36 👎)
1,252
favourites (99.2 per 1k visits)
4 March 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 We do not publish numbers we have not measured.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
11 Aug 2026, 22:380first reading

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

Monetization — game passes

Fun spells Pack
449 R$
VIP
349 R$
Development Donation
50 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

Welcome to the game! · welcome1,212 · 0.00% win
You met the owner! · social500 · 0.00% win
Ghost Mode · other332 · 0.00% win
Prisoner · other246 · 0.00% win
VIP · other31 · 0.00% win
Time... · other14 · 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

727372.516 August 2026 — 73 % liked26 August 2026 — 72 % liked5 September 2026 — 73 % liked25 September 2026 — 72 % liked15 October 2026 — 73 % liked25 October 2026 — 73 % liked16 August 202625 October 2026
6 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 72–73 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
25 Oct 2026, 21:1673no change
15 Oct 2026, 21:0773+1
25 Sept 2026, 21:0572-1
5 Sept 2026, 20:3473+1
26 Aug 2026, 20:3372-1
16 Aug 2026, 20:3273first reading

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