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πŸ”₯ Gain Aura

πŸ”₯ Gain Aura

A Roblox experience owned by Too much aura!.

SimulatorENincrementalafkrebirth

Gain Aura is a simulator experience created on April 1, 2026. It has recorded 597,270 lifetime visits and 46,491 favorites. The title maintains a 95 percent like rating. Currently, two players are active. The game features mechanics for gaining aura, converting it into eclipse, and unlocking new areas and ranks.

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

πŸ’« GAIN AURA! πŸ’« A simple game… that gets INSANELY addictive 😈 ✨ Gain Aura every second πŸŒ™ Convert Aura into Eclipse (rebirth for huge boosts) πŸšͺ Unlock new areas with massive requirements πŸ”₯ Climb ranks from NOOB β†’ INFINITE AURA β†’ ??? πŸ’₯ Reach crazy numbers (Qi, Td, Sxd...) πŸŒ€ AFK and watch your Aura grow bigger and bigger Can you reach the final realm… or go BEYOND? πŸ‘€ πŸ‘ Like & ⭐ Favorite for updates! --------------------------------- πŸ”₯ UPDATE β€” April 18 Added: - New world 🌍 - 5+ new ranks πŸ‘‘ - New maps πŸ—ΊοΈ - New lobbies πŸ™οΈ - New auras ✨ - New animations 🎬 Changed: - Improved overall progression - Minor UI adjustments Fixed: - Minor bug fixes πŸ›

Last updated by the developer 18 Jul 2026, 14:27 UTC.

2
playing (measured 10 Aug 2026, 14:52 UTC)
597,270
lifetime visits
95%
liked (1,479 πŸ‘ / 79 πŸ‘Ž)
47,704
favourites (79.9 per 1k visits)
1 April 2026
created (per Roblox)

Play on Roblox β†’

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 β€” so this will fill in on its own rather than being estimated. We do not publish numbers we have not measured.

Measurement log β€” every players count we have recorded
Measured (UTC)PlayersChange
10 Aug 2026, 14:520first reading

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

Monetization β€” game passes

VIP
199 R$
Double Eclipse
149 R$
Double Aura
149 R$
Teleporter
99 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 Β· welcome291,579 Β· 100.0% win
First World Β· progression171,986 Β· 80.1% win

How many players have ever earned each badge β€” 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

9514 August 2026 β€” 95 % liked24 August 2026 β€” 95 % liked3 September 2026 β€” 95 % liked23 September 2026 β€” 95 % liked13 October 2026 β€” 95 % liked23 October 2026 β€” 95 % liked14 August 202623 October 2026
6 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 β€” snapshots are recorded only when a count changes, so gaps mean β€œno change observed”, never β€œinterpolated”. The vertical axis spans 94–96 and does not start at zero.
Measurement log β€” every % liked count we have recorded
Measured (UTC)% likedChange
23 Oct 2026, 23:0795no change
13 Oct 2026, 23:0695no change
23 Sept 2026, 23:0495no change
3 Sept 2026, 21:3895no change
24 Aug 2026, 19:4795no change
14 Aug 2026, 19:4595first reading

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