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Street Survival

Street Survival

A Roblox experience owned by Tait Studios.

RoleplayENurbancombateconomy

Street Survival is a roleplay experience created on 2025-06-04. It has accumulated 1,547,276 lifetime visits and holds 6,303 favorites. Currently, 43 users are playing. The game features a 36% like percentage. Updates include added content such as a tactical nuke, sewers, voice chat, radios, and a bank.

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

Survive in the streets. Make money, buy weapons and survive. Game is work in progress, so expect bugs. Updates: Added Tactical Nuke. Sewers have been added. Voice Chat has been added. Added Radios. Bank has been added.

Last updated by the developer 9 Aug 2026, 19:58 UTC.

43
playing (measured 10 Aug 2026, 15:36 UTC)
1,547,276
lifetime visits
36%
liked (1,599 👍 / 2,784 👎)
6,701
favourites (4.3 per 1k visits)
4 June 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 We do not publish numbers we have not measured.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, 15:3610first reading

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

Monetization — game passes

PKM
320 R$
M4A1
160 R$
AK-47
120 R$
Double Health
120 R$
MP5
80 R$
Double Money
80 R$
Radio Access
80 R$
Double Stamina
40 R$
Double Interest
40 R$
Makarov
40 R$
Knife
20 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

Search Garbage · collection401,474 · 20.3% win
Clean dirt · other391,766 · 19.7% win
Make a Brick172,158 · 7.0% win
Clean dishes · other172,008 · 11.6% win
Have $1000 · other6,730 · 2.9% win
Get 100 Kills · progression4,685 · 0.60% 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

3614 August 2026 — 36 % liked24 August 2026 — 36 % liked3 September 2026 — 36 % liked13 September 2026 — 36 % liked23 September 2026 — 36 % liked3 October 2026 — 36 % liked13 October 2026 — 36 % liked23 October 2026 — 36 % liked2 November 2026 — 36 % liked14 August 20262 November 2026
9 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 35–37 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
2 Nov 2026, 14:3836no change
23 Oct 2026, 14:3636no change
13 Oct 2026, 14:3636no change
3 Oct 2026, 14:3536no change
23 Sept 2026, 14:3436no change
13 Sept 2026, 14:1936no change
3 Sept 2026, 14:1836no change
24 Aug 2026, 12:0336no change
14 Aug 2026, 12:0236first reading

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