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Pipo's Frostpunk Cities [Work continued]

Pipo's Frostpunk Cities [Work continued]

A Roblox experience owned by Friends' games.

SimulatorENFrostpunkcity-buildersurvival

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

This is a small concept for multiplayer frostpunk experience version 0.0.41 Bug Fixes: -Fixed a bug where the player could get stuck in pickup state while interacting with resource patches -Fixed a bug where core part of the generator actually healed players after damaging them (Yes, we killed regen) The "technological breakthrough" update there will be included things that in the game but not was supposed to be in - Added Technology Tree(not every upgrade is working) - Remodeled tents and stockpiles - New generator model(Thanks to Mr_Hat) - New map terrain - Fixed badge was not awarding Gathering overhaul: - now when you want to gather some resources, your character will start gathering. This improvement makes for us easier to code buffs for gathering. Upcoming things: - Temperature overhaul - Cookhouse - Beacon - Road model - Steam Hub - Medic outpost remodel - Maybe music Heavily inspired by Frostpunk game

Last updated by the developer 4 Jun 2026, 11:41 UTC.

0
playing (measured 29 Aug 2026, 19:45 UTC)
542
lifetime visits
92%
liked (24 👍 / 2 👎)
16
favourites (29.5 per 1k visits)
11 November 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 We do not publish numbers we have not measured.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
29 Aug 2026, 19:450first reading

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

Monetization — game passes

Support developers
25 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

Most obvious thing · other20 · 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

88929031 August 2026 — 88 % liked20 October 2026 — 92 % liked31 August 202620 October 2026
2 measurements spanning 51 days, net +4. 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 87–93 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
20 Oct 2026, 18:4692+4
31 Aug 2026, 04:3988first reading

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