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[2X Luck] Reborn Insanity

[2X Luck] Reborn Insanity

A Roblox experience owned by Reborn Insanity.

RacingENcultivationxianxiamanhwa

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

⚡ RISE FROM MORTAL TO IMMORTAL ⚡ USE CODE: WELCOME; 🧘 Cultivate Qi through meditation and break through to new realms of power! 🧪 Gather rare herbs and craft powerful pills with ancient alchemy! ⚔️ Battle enemies, collect Primeval Stones & acquire legendary gear! 🥚 Hatch Gu companions to fight alongside you! 🏯 Join or create a sect and dominate the cultivation world! ━━━━━━━━━━━━━━━━━━━━ MOBILE IN DEVELOPMENT 💻 CONTROLS Combat: M1 Attack | F Block | Q Dash | G/V/B/H Skills Cultivation: C Meditate | R Fly Menu: M | Shiftlock: CTRL/ALT ━━━━━━━━━━━━━━━━━━━━ 🎁 Join our group for codes & rewards! ⭐ LIKE & FAVORITE for updates! Tags: Cultivation, Manhwa, Manhua, Murim, Wuxia, Xianxia, Reborn, Exploring,

Last updated by the developer 13 Feb 2026, 19:53 UTC.

0
playing (measured 10 Aug 2026, 17:20 UTC)
483,801
lifetime visits
81%
liked (2,787 👍 / 640 👎)
5,100
favourites (10.5 per 1k visits)
31 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 We do not publish numbers we have not measured.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
10 Aug 2026, 17:200first reading

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

Monetization — game passes

2X Aehter
899 R$
2X Ores
899 R$
2X Reroll Luck
899 R$
2X PrimevalStone
899 R$
2X Herbs
899 R$
Portable Cauldron
599 R$
Skip Rolls
299 R$
Faster Crafting
299 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

Welcome to Reborn Insanity · welcome191,315 · 100.0% 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

8114 August 2026 — 81 % liked3 September 2026 — 81 % liked14 August 20263 September 2026
2 measurements spanning 20 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
3 Sept 2026, 23:2281no change
14 Aug 2026, 21:2381first reading

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