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🩸FIX- Ragblood 2 🩸

🩸FIX- Ragblood 2 🩸

A Roblox experience owned by BrickSmooth.

Fighting & PvPENragdoll physicscombatminigames

FIX- Ragblood 2 is a fighting-pvp experience created on 2026-01-01. The game currently has 21 players online. It has accumulated 796,437 lifetime visits and 3,212 favorites. The title holds an 81% like percentage. The description notes ragdoll mechanics, blood effects, and minigames.

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

A ragdoll game featuring blood and intense fighting, along with many minigames and fun activities to enjoy! Special thanks to.. @wattome | Animations

Last updated by the developer 29 Jun 2026, 15:31 UTC.

21
playing (measured 10 Aug 2026, 14:20 UTC)
796,437
lifetime visits
80%
liked (1,749 👍 / 430 👎)
4,007
favourites (5.0 per 1k visits)
1 January 2026
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 We do not publish numbers we have not measured.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, 14:2022first reading

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

Monetization — game passes

REACTOR CORE ACCESS
2,000 R$
Hector's Bell
1,700 R$
Sticky Bomb
300 R$
Push
40 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

COOKED · other27,157 · 0.00% win
PROFESSIONAL DIVER · other21,227 · 0.00% win
GREAT SURVIVOR · other7,916 · 0.00% win
BLAST DISCHARGE · other958 · 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

808180.514 August 2026 — 81 % liked24 August 2026 — 81 % liked3 September 2026 — 81 % liked13 September 2026 — 81 % liked23 September 2026 — 81 % liked3 October 2026 — 80 % liked13 October 2026 — 81 % liked23 October 2026 — 81 % liked2 November 2026 — 80 % liked14 August 20262 November 2026
9 measurements spanning 80 days, net -1. 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 80–81 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
2 Nov 2026, 20:3380-1
23 Oct 2026, 20:3281no change
13 Oct 2026, 20:3181+1
3 Oct 2026, 20:3080-1
23 Sept 2026, 20:2381no change
13 Sept 2026, 19:3581no change
3 Sept 2026, 19:2381no change
24 Aug 2026, 17:3581no change
14 Aug 2026, 17:3481first reading

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