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Jump RNG 🎲

Jump RNG 🎲

A Roblox experience owned by Rivrs x Sim.

SimulatorENRNGjumpingmultipliers

Jump RNG 🎲 is a simulator experience created on 2025-10-19. The game has recorded 6,172,322 lifetime visits and 18,183 favorites. It maintains a 97% like percentage. Currently, zero users are playing the experience.

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

🎲 Roll the dice to unlock INSANE power 🚀 Get superhuman speed and jump as far as the MOON ✨ Become the best and reach the end for a surprise! ✨ Welcome to Jump RNG 🎲✨ 🔹 Reach INSANE jump speeds 🚀 🔹 Unlock powerful multipliers 🔥 🔹 Compete with friends 👥 🔹 Become the HIGHEST jumper on the server 🌍 Credits: SeydoLiszt

Last updated by the developer 25 Jun 2026, 07:53 UTC.

0
playing (measured 10 Aug 2026, 14:15 UTC)
6,172,322
lifetime visits
97%
liked (50,536 👍 / 1,814 👎)
18,155
favourites (2.9 per 1k visits)
19 October 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 We do not publish numbers we have not measured.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, 14:150first reading

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

Monetization — game passes

Infinite Restock
479 R$
2x Wins
149 R$
2x Power
79 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

1K Power · progression1,330,837 · 0.00% win
10K Power · progression734,950 · 0.00% win
Level 5 · progression376,377 · 0.00% win
100K Power · progression367,678 · 0.00% win
1M Power · progression119,153 · 0.00% win
Level 10 · progression34,688 · 0.00% win
10M Power · progression26,414 · 0.00% win
Level 15 · progression17,139 · 0.00% win
Generous · other0 · 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

9713 August 2026 — 97 % liked23 August 2026 — 97 % liked2 September 2026 — 97 % liked12 September 2026 — 97 % liked22 September 2026 — 97 % liked2 October 2026 — 97 % liked12 October 2026 — 97 % liked23 October 2026 — 97 % liked13 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 96–98 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
23 Oct 2026, 00:0097no change
12 Oct 2026, 23:5397no change
2 Oct 2026, 23:5297no change
22 Sept 2026, 23:5197no change
12 Sept 2026, 23:5197no change
2 Sept 2026, 23:5097no change
23 Aug 2026, 23:4997no change
13 Aug 2026, 23:4897first reading

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