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[UPDATE!] Kill Your Friends!

[UPDATE!] Kill Your Friends!

A Roblox experience owned by synthetictears's fanclub!.

SimulatorENviolencecasualstress-relief

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

The name of the game says it all. You just kill your friends in different ways. Do not expect it to be high quality since i made it just to practice scripting. Also made to relief stress, sort of. I update the game when i feel like it since its more of a passion project rather than an actual game. VERY BUGGY ---------------------------------------------------------------------------------------------------------------------------------------- CREDITS: me aka synthetictears - scripts, gui, some models, icon and thumbnail !!WARNING!! You can play on mobile, but this place is currently not optimized for mobile players. Im working on it.....

Last updated by the developer 18 Jun 2026, 22:56 UTC.

0
playing (measured 25 Oct 2026, 02:18 UTC)
73,215
lifetime visits
81%
liked (175 👍 / 40 👎)
609
favourites (8.3 per 1k visits)
21 December 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 We do not publish numbers we have not measured.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
25 Oct 2026, 02:180first reading

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

Monetization — game passes

Headless
31,000 R$
Donation
500 R$
Donation
100 R$
VIP
25 R$
Donation
15 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

Ouch! · other50,252 · 100.0% win
Brutality · social17,750 · 72.7% win
Pure Hatred · social6,222 · 36.4% win
BLOXXER · progression1,891 · 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

8125 October 2026 — 81 % liked4 November 2026 — 81 % liked25 October 20264 November 2026
2 measurements spanning 10 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 80–82 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
4 Nov 2026, 02:1981no change
25 Oct 2026, 02:1981first reading

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