Measured: an average of 16 online over 4d, about 12K hours of play a month. Roblox's reports: creators were paid $403M for about 34B hours in Q3 2026, on average $0.0119 an hour. Our model: big games earn more per hour than small ones, ×0.26 at this size; its shop is not read yet, so ×0.2 / ×1 / ×3. Roblox publishes no revenue per game, so a single game's real figure can differ several times over, sometimes tens of times. Small games with the same players earn very different money, so the range here is widened 3 times each way. Of the 9 author reports we read on DevForum about games under 1,000 online, 8 fall inside the range for this kind of shop. The width comes from those same reports. Roblox's report ↗
Last counted
Updated 11/04/26, 18:08 UTC — too early to measure the effect.
Over the last 7 days the game averages ~1.7K visits/day compared with 545/day across 733 days since release.
| Updated | Release / milestone | Online before | First 3h | First 24h / Reach |
|---|---|---|---|---|
| 11/04/26, 18:08 UTC | ReleaseRoblox place update | — | — | — |
| 10/30/26, 15:02 UTC | ReleaseRoblox place update | — | — | — |
| Day | Average | Peak | + Visits |
|---|---|---|---|
| 11/05/26 (Thu) · today | 15 | 24 | +1.3K |
| 11/04/26 (Wed) | 3 | 3 | +1.9K |
| 11/03/26 (Tue) | 15 | 17 | +1.4K |
| 11/02/26 (Mon) | 21 | 21 | +1.6K |
| 11/01/26 (Sun) | 26 | 26 | — |
| 10/28/26 (Wed) | 24 | 24 | — |
| Lifetime daily avg (733d since launch) | — | — | +545/d |
Rescue is 100 days away. That’s too long. Find another way out. Prepare by day. Defend by night. Build your camp. Survive the hordes. Explore the forest, scavenge what you can, repair signal towers, and uncover ways to call for help sooner. Some places hide supplies. Some places hide something worse. Gravewood is still in active development. Updates are frequent, gameplay may change over time, and feedback is always welcome. Join the group for codes and updates.