[π] Ball Eater
A Roblox experience owned by Lunatic Games Group.
SimulatorENRNG mechanicsAgar.io cloneGrowth simulation
[π] Ball Eater is a simulator experience created on 2025-07-09. It has recorded 862,791 lifetime visits and 56,325 favorites. The title holds an 84% like percentage. Currently, zero users are playing. The game features RNG mechanics and progression systems within its genre classification.
Description (written by the developer; not a statement by this register)
π Ball Eater - EAT, GROW, DOMINATE! π₯ Join the group for MASSIVE BONUS! Roll around and eat food to become HUGE! Like Agar.io, but with RNG cases and progression HOW TO PLAY: π Eat food to grow and gain XP π₯ Roll over smaller players to eliminate them β‘ Double jump to dash and escape π² Open RNG cases for AMAZING rare balls π Level up for better luck and new content REMEMBER: β¨ SPIKES eliminate ANY size player without protection βοΈ METEOR STRIKE eliminates EVERYONE (except you) π Bonus luck for Premium players! π₯ Can you dominate the arena? π Tags: RNG, Random, Collecting, Collection, Cases, Luck, Simulator, Ball, Blob, Eat, Eating, Roll, Increment, Grow, Size, Mass, Competition, Leaderboard, Rainbow, Gold, Easy, Fun, Trails, Rewards, Colorful, Chill, Daily Rewards, Rare Items, Casual, Multiplayer, Social, Progression, Popular, All Ages.
Last updated by the developer 27 Nov 2025, 01:10 UTC.
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 β so this will fill in on its own rather than being estimated. We do not publish numbers we have not measured.
| Measured (UTC) | Players | Change |
|---|---|---|
| 10 Aug 2026, 21:07 | 0 | first reading |
Concurrent players at each of our measurements (insert-on-change).
Monetization β game passes
Game passes for sale and their prices, measured from the Roblox passes API. Developer products bought inside the game arenβt publicly listable.
Badge funnel
How many players have ever earned each badge β 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 badgeβs own name and description.