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How I Got 3.2 Million Visits on a Roblox Game in 6 Months

A developer breakdown of the systems, monetization strategy, and growth tactics behind Brawl Stars Pet Simulator — from launch to DMCA takedown.

When I launched Brawl Stars Pet Simulator in June 2024, I had no guaranteed audience, no marketing budget, and no team. Six months later, the game had crossed 3.2 million visits, hit 2,000 concurrent players at peak, and generated over 500,000 Robux in gamepass revenue — before a DMCA takedown ended it.

Here's what actually worked.

The Core Loop That Made Players Stay

The single most important decision I made was designing a satisfying pet hatching loop before adding any other feature.

The loop was simple:

  1. Earn coins by collecting eggs scattered across the map
  2. Spend coins at a hatch machine
  3. Get a pet with a rarity tier and Brawl Stars character skin
  4. Use the pet's power to collect coins faster

Every element reinforced the next. Faster collection meant more hatches, more hatches meant more chances at rare pets, rare pets created social pressure ("show me your pets") which drove retention.

If you're building a Roblox game: design your loop so the reward for playing is more ability to play, not just a number going up.

Map Design: 20+ Areas Without Feeling Empty

One mistake new Roblox developers make is building one big open area. Players feel directionless.

I divided the map into 20+ distinct zones, each themed after a Brawl Stars environment: Retropolis, Mortis's crypt, Starr Park. Each zone had:

  • A unique egg type with different pet pools
  • A visual identity that made it instantly recognizable
  • A difficulty gate (you needed stronger pets to collect efficiently there)

This made exploration feel like progression. Players talked about which zones they'd unlocked, which created organic word-of-mouth.

Monetization: What Actually Converted

I tested three gamepass types:

GamepassPrice (Robux)Conversion rate
2x Coins1494.2%
VIP Egg2992.8%
Auto-Collect4991.1%

2x Coins dominated because it felt fair — it sped up an existing loop rather than adding pay-to-win advantages. Players who bought it spent longer sessions in-game, which made the value proposition obvious to friends watching them play.

The DMCA Takedown

In January 2025, the game was taken down. Not for Supercell IP violations — the actual reason is documented in this DevForum post. It was a frustrating end, but the lessons were worth more than the revenue.

What I learned: I undestood how to make a viral game, that catches player attention, and also don't use similar game's name to famous ones...

What I'd Do Differently

Stats wasn't so good so far, and I didn't know that, probably I'd be working on core loops and start hook more that the whole game. Probably if this game would blow up today, I will know perfectly how to handle it.


If you build Roblox games, probably may interest you my portfolio: You can find everything else I've built on my portfolio.

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