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[in-dev] finite paycheck : cashed in

[in-dev] finite paycheck : cashed in

A Roblox experience owned by p hitter clup.

Fighting & PvPENfightingrandomizersequel

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

open 4 testing. try out the new sol badguy if you are a setscrew or above in epic department or have all badges under this game you can use VIP commands in your private server. this is to encourage playing in public servers so i can get battle data and stuff Press "help" at the top bar with a tool equipped to view the tool's move list. Q to dash work in progress randomizer game inspired by free models, fighting games, and allusions. fight to the death with unoptimized and poorly coded weapons of destruction with Beautiful Low Frame CFrame animations and the jankiest physics code ever written. a sequel to: https://www.roblox.com/games/14683587900/finite-paycheck lua hammer and sabre v2 were given to me and can be grabbed here: https://create.roblox.com/store/asset/123236874635149/Lua-Hammer-V20 https://create.roblox.com/store/asset/103669209618583/Sabre

Last updated by the developer 27 May 2026, 02:42 UTC.

0
playing (measured 11 Aug 2026, 11:06 UTC)
5,268
lifetime visits
99%
liked (92 👍 / 1 👎)
174
favourites (33.0 per 1k visits)
18 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 We do not publish numbers we have not measured.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, 11:060first reading

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

Badge funnel

tutorially radicool! · welcome247 · 0.00% win
There's Your Motivation · progression53 · 36.4% win
B.M. stands for "Bad Manners" · other36 · 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

9917 August 2026 — 99 % liked16 September 2026 — 99 % liked7 October 2026 — 99 % liked17 October 2026 — 99 % liked17 August 202617 October 2026
4 measurements spanning 60 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 98–100 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
17 Oct 2026, 00:4899no change
7 Oct 2026, 00:4599no change
16 Sept 2026, 22:0499no change
17 Aug 2026, 21:4799first reading

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