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f(x) = |x| [fighting game]

f(x) = |x| [fighting game]

A Roblox experience owned by Bright Sea Studios.

Fighting & PvPENweapon combatstat upgradingbuff mechanics

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

[IN ALPHA, PLEASE TEST AND PLAY!] f(x) = |x| is a game about fighting with weapons and upgrading your stats to become the very best. (Like no one ever was.) - Every 5 kills gets you 3 points for you to upgrade your stats! - Get buffs from the noodle shop! - Run at Mach 10 with the coffee shop buff! - Do some tomfoolery to win (or run away) from fights! Supported Devices: PC Mobile (Tablet) Console

Last updated by the developer 9 Jul 2026, 12:07 UTC.

0
playing (measured 18 Aug 2026, 23:46 UTC)
965
lifetime visits
71%
liked (10 👍 / 4 👎)
5
favourites (5.2 per 1k visits)
2 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 We do not publish numbers we have not measured.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
18 Aug 2026, 23:460first reading

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

Monetization — game passes

+21 Stat Points
100 R$
+18 Stat Points
75 R$
Battle Music
30 R$
+9 Stat Points
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

What have you done. · other10 · 0.00% win
Embarrassing!! · other10 · 0.00% win
Piercing III · other9 · 0.00% win
Mad Murderer (Icon related) · other7 · 0.00% win
epic fail · other6 · 0.00% win
Kill Milestone I · progression3 · 0.00% win
Kill Milestone III · progression2 · 0.00% win
Kill Milestone IV · progression2 · 0.00% win
Kill Milestone II · progression2 · 0.00% win
pamgcake · other1 · 0.00% win
GAME! · other1 · 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.