𦴠Ragdoll Training
A Roblox experience owned by TPC Games.
SimulatorENragdoll physicspet collectionslap mechanic
Ragdoll Training is a simulator experience created on April 1, 2026. It currently has 71 players and 1,575,860 lifetime visits. The game holds 86,194 favorites and maintains an 84% like percentage. Players engage in slap-based mechanics to earn gold and hatch pets. Weekly updates and premium benefits are available within the experience.
Description (written by the developer; not a statement by this register)
Welcome to RAGDOLL TRAINING π Next REWARD at 1k LIKES! π Use codes "RELEASE, UPDATE, MAJ3R, REWARD" for FREE REWARDS in-game! π Weekly updates on every Saturday! β‘ x2 Energy every Weekend! π₯ PREMIUM BENEFITS: +10% Luck & x2 Energy How to Play: π Get slapped in the face and grow even stronger! π₯ Fly off into the distance like a ragdoll from the smack and earn gold! π₯ Buy new eggs and hatch adorable pets! β‘οΈ Purchase powerful Slaps and become the ultimate player! π Dominate the leaderboard and claim the #1 spot! β³ Your character keeps progressing even while youβre offline! TAGS: wall, police, brainrot, pets, tsunami, lava, disaster, tycoon, simulator, glider, lucky, lucky block, sand, training, spear, car, race, racing, throwing, motorcycle, car, brainrots, climb speed, +1, click, train, ragdoll, simulator, train, slap, battle
Last updated by the developer 26 Jun 2026, 19:45 UTC.
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 We do not publish numbers we have not measured.
| Measured (UTC) | Players | Change |
|---|---|---|
| 10 Aug 2026, 14:00 | 89 | first reading |
Concurrent players at each of our measurements (insert-on-change).
Monetization β game passes
Game passes for sale and their prices, measured from the Roblox passes API. Developer products bought inside the game arenβt publicly listable.
Badge funnel
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 badgeβs own name and description.