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Hachihara Electric Railway/β version

Hachihara Electric Railway/β version

A Roblox experience owned by 八原電気鉄道(Hachihara Electric Railway).

SimulatorENtrain simulationrailway managementbeta testing

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

This railway is currently in beta version. It is scheduled to be officially opened once the construction of Xuanwu River Station is completed. Developers are currently recruiting on the official Discord server. Beginners are welcome (with proven track record), so please feel free to contact us! If you can't use Discord, please send a DM to yaw_w5590. Stay tuned for the official opening! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ All the audio files of the departure melodies used on this server are self-made. Some images and sounds use materials from BVE Workshop. We use "Audio Reader" for some audio. ーーーーーーーーーーーーーー Also, when posting videos on platforms like YouTube, it would be great if you could leave a message on the official Discord server. (No message is required!)

Last updated by the developer 7 Aug 2026, 23:45 UTC.

0
playing (measured 11 Aug 2026, 07:34 UTC)
10,683
lifetime visits
81%
liked (113 👍 / 26 👎)
608
favourites (56.9 per 1k visits)
21 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 We do not publish numbers we have not measured.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
11 Aug 2026, 07:340first reading

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

Monetization — game passes

寄付
10 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

The replacement is intense... · other0 · 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

81898517 August 2026 — 88 % liked27 August 2026 — 89 % liked6 September 2026 — 89 % liked16 September 2026 — 85 % liked26 September 2026 — 85 % liked6 October 2026 — 83 % liked16 October 2026 — 83 % liked26 October 2026 — 81 % liked17 August 202626 October 2026
8 measurements spanning 70 days, net -7. 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 80–90 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
26 Oct 2026, 09:3881-2
16 Oct 2026, 09:3783no change
6 Oct 2026, 09:3683-2
26 Sept 2026, 09:3685no change
16 Sept 2026, 09:3285-4
6 Sept 2026, 09:3089no change
27 Aug 2026, 09:2389+1
17 Aug 2026, 09:2288first reading

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