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Size Incremental [V0.1]

Size Incremental [V0.1]

A Roblox experience owned by [LS] Lime Studios.

SimulatorENincrementalgrowthidle

Size Incremental [V0.1] is a simulator experience created on 2025-08-25. The game has accumulated 1,340,489 lifetime visits and 7,394 favorites. Currently, 30 users are playing. The title holds a 71% like percentage. It functions as an incremental game focused on increasing size, drawing inspiration from other titles in the genre.

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

Size Incremental V0.1 An incremental about increasing in size. starting from really really small sizes to however much i will add to the game Inspired by: basic incremental game (Made by @Gui_Ducks), The Prestige Tree (Made by @jacorb90) and Idle World (the good version) Most of the random music is not made by me. The origins/creators are titled before the song's name. Songs with either "ItzTeam" or "SCI" are made by me. Also songs without titled creators are either from the toolbox or i just dont remember them. slight credit to @B0OO0OM for helping with the Zombie Spawner bossfight

Last updated by the developer 30 Jun 2026, 21:42 UTC.

30
playing (measured 10 Aug 2026, 21:49 UTC)
1,340,489
lifetime visits
71%
liked (2,654 👍 / 1,101 👎)
7,914
favourites (5.9 per 1k visits)
25 August 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 We do not publish numbers we have not measured.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, 21:4924first reading

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

Monetization — game passes

a clock
13 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

Quarks · other373,960 · 71.3% win
PNE · other279,301 · 59.7% win
Atoms · other204,674 · 45.7% win
Cells · other85,255 · 19.9% win
Civilization · other57,414 · 12.7% win
Zombie · other2,568 · 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

7114 August 2026 — 71 % liked24 August 2026 — 71 % liked3 September 2026 — 71 % liked13 September 2026 — 71 % liked23 September 2026 — 71 % liked3 October 2026 — 71 % liked13 October 2026 — 71 % liked23 October 2026 — 71 % liked14 August 202623 October 2026
8 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 70–72 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
23 Oct 2026, 15:5271no change
13 Oct 2026, 15:5171no change
3 Oct 2026, 15:5071no change
23 Sept 2026, 15:4971no change
13 Sept 2026, 15:2471no change
3 Sept 2026, 15:2171no change
24 Aug 2026, 13:1871no change
14 Aug 2026, 13:1771first reading

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