Evolve A Cell Wiki

Evolve a Cell's First Weeks in Numbers

From launch on September 26 to nearly two million visits. What the numbers say about where the game is heading.

Updated October 13, 2026 · 4 min read

Evolve a Cell went live on Roblox on September 26, 2026. Seventeen days later, here's where it stands, using numbers pulled directly from Roblox's public API on October 13.

The headline numbers

MetricValue
Visits~1.89 million
Favorites~17,100
Players online (at time of check)~4,200
Thumbs up / down4,181 / 1,522 (73% positive)
Server size16 players
Last updateOctober 12, 2026

That works out to roughly 110,000 visits a day since launch — strong for a brand-new game from a studio whose other public game, Slime Out, has about 700,000 visits total.

What the rating says

73% positive is good, not great. Reading through the videos, the complaints are consistent: getting eaten by much bigger players right after spawning, and an editor where parts sometimes won't snap where you want. A Thai creator spent the last minute of his video frustrated that he could fit 16 parts but couldn't place them.

The praise is just as consistent: the editor is fun, builds feel distinct, and the "eat or be eaten" pressure makes every life tense.

The developers are shipping fast

The game was updated the day before we pulled these numbers. The shop already has 26 products, including a season pass, which suggests the team plans to keep running it for a while. There are no badges or codes yet — both are the kind of thing that usually arrives with the first big update.

What to watch

  • Codes. None so far. We'll update the codes page the day one appears.
  • Badges. Our badges page refreshes from the Roblox API on every rebuild.
  • Balance. Drill and speed builds dominate right now. If a patch touches them, the tier list will move.

We'll update this post as the numbers change.