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[POPULAR] eboy egirl outfits

[POPULAR] eboy egirl outfits

A Roblox experience owned by lovedlock.

RoleplayENavatar customizationfashionUGC showcase

[POPULAR] eboy egirl outfits is a roleplay experience created on 2026-01-14. It currently has 3 players online. The experience has accumulated 548,683 lifetime visits. User engagement metrics show a 71% like percentage and 9,720 favorites.

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

🦇 FEATURES:⬇ 🦇Try on : Choose from a wide variety of outfits and try on the one you desire. 🦇Save Your Favorites: Found an avatar you love? Give it a like and it will be instantly saved to your Favorites list. 🦇Direct Inventory: Every purchase you make will be added directly to your official Roblox inventory. IMPORTANT NOTES: Some outfits were created by me; I do not claim that all outfits are mine or UGC. For removal requests, please contact me on Roblox credits: @petbites for over 20+ girl outfits ingame!! @0_ends outfit in thumbnail!! @Bunnnyhopps gfx artist

Last updated by the developer 7 Aug 2026, 20:18 UTC.

3
playing (measured 10 Aug 2026, 16:06 UTC)
548,683
lifetime visits
71%
liked (708 👍 / 296 👎)
10,109
favourites (18.4 per 1k visits)
14 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 We do not publish numbers we have not measured.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, 16:063first reading

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

Monetization — game passes

fly
65 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! <3 · welcome256,090 · 18.2% 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

717271.514 August 2026 — 71 % liked24 August 2026 — 71 % liked3 September 2026 — 72 % liked13 September 2026 — 71 % liked23 September 2026 — 71 % liked3 October 2026 — 71 % liked14 October 2026 — 71 % liked24 October 2026 — 71 % liked14 August 202624 October 2026
8 measurements spanning 70 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 71–72 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
24 Oct 2026, 00:0171no change
14 Oct 2026, 00:0071no change
3 Oct 2026, 23:5371no change
23 Sept 2026, 23:5271no change
13 Sept 2026, 22:3471-1
3 Sept 2026, 22:2172+1
24 Aug 2026, 20:3471no change
14 Aug 2026, 20:3471first reading

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