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Perished Sierra

Perished Sierra

A Roblox experience owned by Team G-Topaz.

ShooterENclass-basedcapture-the-flagdeathmatch

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

A class based pvp game where you steal your opposing team's cell core, run like hell, destroy it, then win! That is IF your team manages to wipe out your opposing team before the timer ticks down however. This game has taken some inspiration from hypixel's take on bedwars and the hit game forsaken. Prolonged matches result in deathmatches. Yes you can destroy your opposing team's cell core while your cell core is destroyed. This game is finally out of alpha and into beta!! Expect a somwhat balanced and polished experience from before... there shouldnt be any gamebreaking bugs or softlocks left in the game though thankfully! Started concepting and developing this game around May of 2025 (mostly me working on it on and off), only actually started actively developing it around July 2025. Dont expect too many updates as this game is kinda a personal side project for me. Though, I'm more then willing to focus on concepting classes and developing the game more if it grows any traction!

Last updated by the developer 3 Aug 2026, 05:12 UTC.

0
playing (measured 10 Aug 2026, 21:21 UTC)
15,570
lifetime visits
83%
liked (113 👍 / 23 👎)
105
favourites (6.7 per 1k visits)
6 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 We do not publish numbers we have not measured.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, 21:210first reading

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

Monetization — game passes

Donation
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

Alpha Tester · other5,497 · 0.00% win
Perishment · other2,514 · 100.0% 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

838483.516 August 2026 — 84 % liked26 August 2026 — 83 % liked16 August 202626 August 2026
2 measurements spanning 10 days, net -1. 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 83–84 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
26 Aug 2026, 17:2283-1
16 Aug 2026, 17:2184first reading

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