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[NEW] 🍩Krispy Kreme Doughnuts

[NEW] 🍩Krispy Kreme Doughnuts

A Roblox experience owned by Krispy Kreme Doughnut LTD.

RoleplayENroleplayfood servicecasual social

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

Enjoy a fun and friendly donut shop roleplay experience inspired by a popular donut brand. Work as a cashier, baker, manager, or barista, or visit as a customer to relax, roleplay daily life, and enjoy sweet treats with friends. This game focuses on casual roleplay, work roleplay, and social interaction in a welcoming environment for everyone. Serve customers, earn money, hang out, and create fun roleplay moments inside a cozy donut shop setting. ⚠️ Disclaimer: This game is fan-made and not affiliated with, endorsed by, or officially connected to Krispy Kreme or any real-world brand. Fresh vibes. Sweet roleplay. 🍩✨ Credits for models: Glossifields

Last updated by the developer 30 Mar 2026, 17:37 UTC.

0
playing (measured 12 Aug 2026, 03:04 UTC)
8,767
lifetime visits
58%
liked (29 👍 / 21 👎)
549
favourites (62.6 per 1k visits)
23 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 We do not publish numbers we have not measured.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
12 Aug 2026, 03:040first reading

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

Monetization — game passes

Become an NPC
199 R$
Headless
130 R$
Korblox
115 R$
Rainbow Nametag
60 R$
2x Points
50 R$
Segway
50 R$
Faster Speed
45 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

Ramadan Quest · progression0 · 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

585958.517 August 2026 — 59 % liked27 August 2026 — 58 % liked17 August 202627 August 2026
2 measurements spanning 10 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 58–59 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
27 Aug 2026, 12:3658-1
17 Aug 2026, 12:3559first reading

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