Sol's Studio · Roblox · competitor teardown · July 2026
Sol's RNG
The king of the genre and the direct ancestor of our loop: you roll — out comes an aura with a "1 in N" chance — you bank luck so you can roll better. 2.0bn visits, ~38 thousand concurrent, 91% rating, 400+ auras. Teardown built on a recorded live session, 14 July 2026 (40 minutes, 116 screenshots), cross-checked against the public Roblox API and the wiki.
01
The central point: Sol's RNG does not sell luck — it sells speed and a multiplier, and it gives automation away free in exchange for joining the group. The whole game is built so that you are physically in it: the biome rolls every second, not on a schedule. That is where the 38 thousand concurrent come from — and it is also where AFK farms as a fact of life come from.
Classification · Game atoms
Roll repeatedly, retain rare auras, and craft boosts that improve future rolls.
Verb Roll
Theme Auras
Systems RNG Roll; Collection; Crafting; Quests; Trading; Inventory and Equipment; Social Multipliers; Daily Rewards
Economy Roll → keep or equip an aura → craft materials into boosts → improve luck and roll speed → obtain rarer auras.
Pre-class delta Before play: Roll. After play: Roll. Play confirms the verb and reveals crafting, inventory, trading, and boost layers.
Mask None — the title category and the repeated action both resolve to Roll.
Where the numbers come from, and why that matters. This is a teardown of someone else's game: we have no source code, so every number is labelled with its source rather than passed off as a fact "from the code".
screen — read off the recording, timecode given. Primary source.
API — public Roblox API, measured 15 July 2026. Prices and metrics.
wiki — Fandom. Mechanics and rarities; in places it lags behind the live build.
community — Reddit and reviews. These are claims, not facts.
Two discrepancies that only the cross-check caught — both resolved in favour of the recording, as the rules require:
(1) on-screen prices are 15–25% higher than the API's (50 against 40, 289 against 249, and so on) — this is Roblox regional pricing, and the on-screen price is the one the player actually pays;
(2) the wiki says rented auras hit for 70% in a raid; the screen says in as many words — 80%.
Part A · Overview
Overview
Why this game matters to us and what to take from it.
00 / Key points
This is our loop pushed to its limit — and almost everything we lack, they already have in place
Mechanically, Sol's RNG is us: the roll, "1 in N" rarity, a luck stat, a collection. The difference is not the loop but what is built around it: a weekly rhythm, a metered endgame, a recurring subscription, and monetization wired into the moment of pain. Below: what transfers to football and what does not.
Conclusion 1 · What they sell
"Not luck — speed and a multiplier. Automation is free, in exchange for joining the group"
Quick Roll (115) cuts the roll from ~3.2s to 1.2s — that is ×2.67 rolls per hour. VIP (289) is a multiplier on top of everything else. And auto-roll is handed out for nothing and rejoins the server by itself every 20 minutes, bypassing anti-AFK. The studio bought itself a growth metric and sold efficiency.
Conclusion 2 · Why it works
The biome rolls every second — there is no schedule, you have to be in the game.
Dailies with a countdown to reset, not a "tomorrow".
Raids: the rental rotates every week, rewards are capped — 7 a week.
A season pass every ~55 days — the only recurring purchase.
The top of the ladder is closed off by crafting, not by luck: the top cannot be won, only worked for.
Conclusion 3 · Where even the king is weak
The most expensive item found is 899 Robux. There is no trading whatsoever.
A whale physically cannot put in a lot at once — only often and in small amounts. Their answer to whales is not an expensive product but a subscription every seven weeks. And that is possibly the main lesson for our own whale vacuum: treat it with frequency, not with price.
2.0bn
visits API
38,148
concurrent at time of measurement API
91.2%
rating (1.38M 👍 / 132k 👎)
~55 days
season pass cadence
Auto-roll free for joining the groupMonetization at the moment of pain, not in a menuA weekly reward cap instead of burning the content outThe cover promises 1 in 850M — 42 minutes produced 1 in 33,000The headline stat does not show its own progressThe most expensive item found is 899 RobuxNo trading — the community's complaint #1
Part B · The loop
How this is actually played
The roll, the first minutes, and what separates it from us.
01 / Core loop
The loop is simpler than ours: roll — aura — equip. There is no decision at all
Our roll offers a choice of one from three for a position. In Sol's there is one aura: take it or leave it. Their loop is poorer in decisions, and that matters: what holds them is not the depth of the turn but everything around it — rarity, biome, collection, rhythm.
What closes the loop: luck raises the chance of the rare, the rare feeds crafting, crafting raises luck. The outer layer is the biome, which rewrites the pool under you without asking.
GIF
The player's entire turn is one button. Out came 1 in 1010, "Полумрак" ("Twilight"). No choice, no refusal, no comparison with what you already own. But the drop moment itself is staged an order of magnitude more richly than ours: name, rarity, light, sound. recording 20:48
The very first roll is a "1 in 6,500,000" jackpot. Nothing like it happened again in 40 minutes
The trick is the same as ours (the first rolls are rigged), but the scale is orders of magnitude apart. We gift Pro/Elite/WorldClass. They gift a six-million rarity before the player has worked out the rules — and set a bar the game then fails to clear.
GIF
A scripted jackpot on the first roll.1 in 6,500,000, "Происхождение" ("Origin"), the "Катить" ("Roll") button, counter 1/10. To the right, the leaderboard, where the top player sits on 20.8M rolls. Inside the first minute the player is shown both the ceiling of the dream and the ceiling of the grind. recording 03:45
2772 assets on entry. "Загрузка ресурсов : [ 12 / 2772 ]" ("Loading resources"), a tip about the group, and an honest button: "Ждёте слишком долго? Нажмите здесь, чтобы пропустить" ("Waiting too long? Click here to skip"). An admission that entry is slow — but progress is shown as a number, not a spinner. recording 02:28
A gap worth measuring on our own game. The cover promises 1 in 850,000,000. The first roll gifts 1 in 6,500,000. After that, across 42 minutes of honest play, the best that dropped was 1 in 33,000 ("Фонарь" — "Lantern", in the 8th minute) 08:18; the rest of the session oscillated between 1 in 4 and 1 in 7,500. So the real experience came out roughly 200 times more modest than the gift and 25,000 times more modest than the shopfront's promise. This is not necessarily a mistake: that is how the hook works. But it is exactly the mechanic behind a player not finding on day two what he was shown on day one — and our D2 churn may be the same animal.
Part C · Luck
The luck economy
The main reason we are tearing this game down at all.
03 / How luck works
The formula is printed for the player right there in the tooltip — and its last multiplier is called "× VIP"
Sol's does not hide the maths. It shows it literally, as a formula, in an item's tooltip. And in that formula the paid pass is not an addend tucked off to one side but a multiplier on top of everything else.
A tooltip worth printing out and pinning to the wall. "Перчатка удачи · +25% Базовая удача" ("Luck glove · +25% base luck"), and below it: "Общая удача: (( 1 + базовый бафф ) × бонусный бросок + специальный бафф ) × VIP" ("Total luck: (( 1 + base buff ) × bonus roll + special buff ) × VIP"). The game openly tells you that the purchase multiplies all of your progress. recording 27:12screen
And here is the anti-pattern — free of charge and in plain sight. The "Ваша статистика" ("Your stats") billboard: Удача : 1 ("Luck: 1") after 17 minutes of play and an already-crafted +25% glove. The game's headline stat does not show its own progress. Beside it, "Самый редкий RNG: 333 333" ("Rarest RNG: 333,333") — and that is the only number by which the player can judge himself at all. recording 20:57
The formula on screen matched word for word the one the wiki describes — a strong cross-check, so the mechanics below can be trusted:
by default every 10th roll ×2; gear changes both the period and the strength
Gravitational Device: ×2 → ×6 · Flesh Device: ×1.35, but on every roll · Blessed Tide: ×3 every 6th
wiki
Special buff (addend)
single-roll potions, added after the multiplication
Potion of Bound +50,000 · Heavenly +150,000 · Godlike +400,000 · Oblivion +600,000 · Pump King's Blood +700,000. On the recording the tutorial handed out a starter: +5,000 luck on the next roll only07:45
wiki · +5,000 on screen
Зелье удачи ("Luck Potion") (timed)
a separate class: not for one roll, but for a duration
10 at once = +25% for 10 minutes25:16. These are exactly the ones that sat unused in the inventory
screen
× VIP (multiplies everything)
multiplies the total, potions included — which is why it costs what it costs
VIP ×1.2 · VIP+ ×1.2 (×1.3 with VIP bought)
API · formula on screen
Mechanic 1 · Luck divides the denominator
List Value = floor(Base value / Luck)
Luck does not "raise the chance" in the abstract — it literally divides the "1 in N". Auras whose List Value reaches 1 drop out of the list: at high luck, common auras stop appearing altogether. Progress feels like cleaning out the pool rather than a percentage going up.
Mechanic 2 · "1 in N" is a weight, not a probability
The game walks the list from rare to common and throws rand(1, List Value); roll a 1 and the aura is yours.
The wiki admits it outright: an aura's drop probability may not reflect the value assigned to it. So a handsome "1 in 3,000,000,000" is a search parameter, not an honest chance. Our own roll is built the same way (walking the list from rare to common), and that is worth remembering when we call our own odds shopfront honest.
Mechanic 3 · Speed is the product
Base roll ~3.2s. With Quick Roll — 1.2s. That is ×2.67 rolls per hour.
The most efficient purchase in the game on a "rolls per hour" basis — and the subreddit's top post is precisely about the pain of rolling an expensive potion without Quick Roll, sitting through the animations. Classic conversion through pain, not through power.
The key move we underrated: their auto-roll is free. It switches on in exchange for joining the Roblox group (the studio's growth metric) and it rejoins the server by itself every 20 minutes to get around Roblox's anti-AFK. In other words, the game itself teaches the player to build a farm. The studio does not sell automation — it sells speed (Quick Roll) and a multiplier (VIP), and uses automation as a community growth channel (12.3M members). Compare with us: our Auto Roll gamepass sells something that already sits free in the upgrade tree for in-game currency. For them it is strategy; for us it is an oversight.
Part D · Progression
The ladder, the collection and the biomes
What they fill in where ours falls off a cliff.
04 / The rarity ladder and the collection
From "1 in 2" to "1 in 3,000,000,000" — nine classes and a museum of 400+ exhibits
Our ladder is eight rarity tiers across ratings 72–99, and as we established, it is decorative: only the rating sets the chance. In Sol's, rarity is the axis — stretched over nine orders of magnitude, and every class genuinely separated from its neighbour.
Class
"1 in N" range
What it means for the player
Basic
1 in 1 – 999
the first hour; on the recording — Обычный ("Common"), Необычный ("Uncommon") 1 in 4, Хорошо ("Good") 1 in 5, Природный ("Natural") 1 in 8, Редкий ("Rare") 1 in 16
Epic
1 in 1,000 – 9,999
on the recording — Полумрак ("Twilight") 1 in 1010, рисунок ("Drawing") 1 in 7,500
Unique
1 in 10,000 – 99,998
on the recording — Фонарь ("Lantern") 1 in 33,00008:18: the best that dropped across 42 minutes of honest play
Legendary
1 in 99,999 – 999,998
—
Mythic
1 in 999,999 – 9,999,999
the scripted first roll landed here (1 in 6,500,000)
Exalted
1 in 10M – 99,999,998
—
Glorious
1 in 99,999,999 – 999,999,998
this is what the cover is aiming at (1 in 850,000,000)
Transcendent
1 in 999,999,999 – 7.5bn
Equinox 1 in 2,500,000,000 — the rarest in the general pool
Dimensional
1 in 7.5bn – 12.5bn
MasterHand — craft only, no roll chance at all
The top as of today is Monarch, 1 in 3,000,000,000, and it is biome-gated. Auras in total: ~435wiki — but the wiki itself labels that figure unreliable and contradicts itself in the adjacent line, so we treat it as an estimate, not a fact.
Move 1 · The top is closed off by crafting, not by luck
The only Dimensional-class aura — MasterHand — never drops at all. It can only be crafted.
This solves what we have not solved: luck cannot finish the game. Even an infinitely lucky player runs into the recipe — that is, into time. Our top of progression, by contrast, gets finished off with rolls in a couple of hours.
Move 2 · The collection as a museum
The aura index is not a list of ticks but a display case.
Every aura has: a replay of its drop animation, a soundtrack with play/pause, a view on the character model, lore, three backgrounds, a clean-view mode — and the names of the aura's authors. Uncaught ones are labelled [Locked]. This is our Almanac taken all the way to a museum.
What they do not have · Trading
Trading auras between players does not exist. This is the community's complaint #1.
There are no Trading or Gifting pages on the wiki, and a post literally titled "NO TRADING" has sat in the subreddit's top of the year. community Careful: SEO sites insist that "trading is a pillar of Sol's RNG". That contradicts the primary sources and looks like generated slop.
05 / Biomes
The biome rolls every second. This is not a schedule — it is a lottery on presence
Here is the teardown's main discovery and a direct answer to our "second visit of the day" pain. We were looking for a timer the player turns up for. Sol's has no timer — and that is exactly why the player does not leave.
The biome changed by itself, without warning. HUD: v4.909 · [ СНЕГ ] ("[ SNOW ]") · НОЧЬ ("NIGHT"). The game rewrote the drop pool under the player and asked nothing. Plus an independent day/night cycle — it flips every 2m 30s. recording 17:55
Dailies with a countdown, not a "tomorrow". "Обновится через 08ч 08мин 51сек" ("Refreshes in 08h 08m 51s"). Three tasks: roll 10 times (9/10), craft a luck potion II, "Играть в нулевом биоме" ("Play in the Null biome"). Reward: Training Potion ×1 and Coins ×400. Note the third one — it cannot be closed at will; you have to wait for a random biome. recording 06:57
Biome
Chance
Duration
Rarity multiplier
Windy
1 / 500 per second
—
×3
Snowy
1 / 600 per second
—
×3
Rainy
1 / 750 per second
—
×4
Sandstorm
1 / 3,000 per second
650s
×4
Hell
1 / 6,666 per second
666s
×6
Starfall
1 / 7,500 per second
—
×5
Heaven
1 / 7,777 per second
—
×5
Null
1 / 10,100 per second ⚠
99s
×1000
Glitched
1 / 30,000 per biome change
164s
the gate for the top auras
⚠ On Null the wiki contradicts itself: the main text gives 1/10,100 per second, the trivia section on the same page gives 1/13,333. Two different numbers on one page; we flag it, we do not choose. wiki
Why this treats the second visit better than any timer can. Starfall's "1 in 7,500" is a chance per second. Which means the player cannot turn up at 18:00 for a rare biome: he has to be in the game at the moment the lottery fires. There is nothing to plan — you can only be present. The direct consequence: AFK farms as the norm, a free auto-roll with an auto-rejoin every 20 minutes, and macros that the subreddit discusses as an everyday household object ("my macro wasted an oblivion potion" — 113 points). community
For us this inverts the framing of the problem. Our design doc forbids "earning while idle" and therefore treats "tomorrow". Sol's does not pay for idleness — it pays for presence, and that is a different thing. The question for us is not "what do we give for coming back in the evening" but "what should be happening while the player is in the game that cannot be planned for".
Part E · Endgame
What the player who has got it all does next
Our cliff at the top of progression — they have four layers of stopgap.
06 / Raids: content that gets metered out
A weekly cap of "7 left", honest drop percentages, and the sale placed exactly at the moment of pain
The bosses are promoted into the game's title — "Sol's RNG [ Boss Raid Hell🔥]". That is the endgame's shopfront. Inside are three moves, each of which we can take separately.
The most aggressive point of sale in the entire session. "Выбрать ауру" ("Choose an aura"), timer 44s, three random auras, and the rules: "Вы не можете изменить свою ауру во время битвы. Выбирайте с осторожностью" ("You cannot change your aura during the battle. Choose carefully"), "Арендуйте из постоянно меняющегося набора из 3 случайных фиолетовых предметов каждую неделю" ("Rent from a constantly changing set of 3 random purple items every week"), "Арендованные ауры наносят 80% от первоначального урона" ("Rented auras deal 80% of the original damage"). And right beside it — "Перезагрузить ауры аренды" ("Reroll rental auras") for ◈20. recording 31:38
Move 1 · A cap instead of a grind
"7 осталось" ("7 left") a week, reset on Sundays, a 04d 07ч ("04d 07h") timer on screen.
The content cannot be burned out over a weekend — physically. This is the direct opposite of our stadium, which an engaged player finishes off in days, after which there is nothing to buy. The cap turns "the content has run out" into "come back next week".
Move 2 · The rental rotates weekly
Three purple auras on rent, a new set every week.
A player with no top auras still gets a "new" combat kit every week. This is free content out of assets that already exist: nothing gets drawn, it simply rotates. We can do exactly the same with cards — "three stars on rent for a week".
Move 3 · The sale at the moment of pain
45 seconds + "cannot be changed" + randomness + ◈20, all in one frame.
The reroll costs pennies and sits where the player is already uncomfortable, not in a shop menu. On top of that the free path is knowingly worse: the rental hits for 80%. This is the only purchase in the whole session wired into a gameplay moment — and probably the highest-converting one.
GIF
The fight itself is no celebration. The boss "Ползающий" ("The Crawling"), HP 15,000, ability on F. This is the only place in the game where something happens other than by pressing "Катить" ("Roll") — and it is what the bosses are promoted into the game's title for. recording 32:00
Progress over six minutes: negative. The boss's HP grew back from 12,414 to 14,244, then dropped to 8,970, while the player's lives ran down 5 → 4 → 3 → 2. And this is the "Легко" ("Easy") difficulty. recording 31:54 … 38:11
An honesty caveat: the player was on a rented aura (−20% damage) and playing it for the first time in his life. You cannot conclude anything about raid balance from a single attempt — but you can record that even "Easy" does not forgive here, and that this is a deliberate contrast with the roll, where losing is impossible in principle.
07 / Crafting — the endgame's real sink
A recipe calling for 10,000 ingredients: a machine that turns "nothing to do" into months
If raids meter content out by the week, crafting sets a horizon in months. And it, not luck, is what closes off the top of the ladder.
An offer dressed up as a gift. "Посмотрите рекламу, которая даёт вам 3% шанс дублировать ингредиент ауры с уровнем редкости ниже 50 000" ("Watch an ad that gives you a 3% chance to duplicate an aura ingredient with a rarity level below 50,000"). Which is: 3%, and only on the cheap stuff. Sounds generous; mathematically it is close to zero. A bug is visible in the same frame: two tutorial tooltips have overlapped into illegibility. recording 11:05
The recipe on the left is in English, the add panel is in Russian. On the left Rare (1/3), Divinus (0/2), Crystallized (1/1); on the right — "Редкий" ("Rare"), "Божественный" ("Divine"), "Кристаллизован" ("Crystallized"). The same entities are named differently in two panels of the same screen. recording 11:52
The scale of the top recipe (Unfathomable Ruins) wiki: 1× Ruins (1 in 500M) · 3× Runic (1 in 50M) · 4× Ethereal (1 in 35M) · 10× Harnessed (1 in 8.5M) · 15× Origin (1 in 6.5M) · 50× each of Twilight, Kyawthuite, Jade · 2,000× Flow (1 in 87,000) · 10,000× Flora (1 in 3,700). The recipe's combined rarity — 1 in 1,532,250,000.
What is actually designed here. Look not at the rarity but at the quantities: 2,000 and 10,000 units of cheap ingredients. The top recipe demands not so much luck as roll volume — that is, time. And roll volume is precisely what Quick Roll sells (×2.67) and what the free auto-roll hands out. The circle closes: crafting creates demand for speed, speed is sold for Robux, automation is given away for a group subscription.
And the main consequence: the top of the ladder cannot be won — it can only be worked for. The only Dimensional-class aura (MasterHand) does not drop at all. Compare with us: 150–250 Robux turns into a full Legend squad in an hour, after which the game is over. With them, luck cannot finish the game by design.
Part F · Money
Monetization
The ladder, the gap, and the main lesson about whales.
08 / What is sold and for how much
Seven passes from 50 to 575 — and the gap sits exactly where luck begins
Their ladder is dense at the bottom and carries on upward into territory we do not go near at all. But the most interesting thing is where exactly the hole in it sits.
The whole ladder in one frame. Телепортер ("Teleporter") 50 · Стартовый пакет ("Starter Pack") 59 · Невидимое снаряжение ("Invisible Gear") 95 · Быстрый ролл ("Quick Roll") 115 · ВИП ("VIP") 289 · ВИП+ ("VIP+") 405 · Премиум-пропуск ("Premium Pass") 575. The names are truncated by Roblox's own UI: the price is readable, what you are buying is not. recording 01:20screen
12.3M group members — and this is not decoration but a working channel: joining gets you free auto-roll. In the emote shopfront beside it, a localisation bug: the third item rendered the raw key {"ItemName":"Egg"} instead of a name. recording 01:56
↑ everything above — QoL and cosmetics · below, luck begins ↓ gap 115 → 289 (in the API 100 → 249, ×2.49)
VIP
289
249
×1.2 to final luck, ×1.2 to quest rewards, 3 daily rerolls
multiplier
VIP+
405
350
auto-collect, ×1.2 luck (×1.3 if VIP is bought)
multiplier
RNG Premium Pass — Season VII
575
499
the season pass premium track
subscription
A discrepancy that only cross-checking two sources caught. On-screen prices are 50 / 59 / 95 / 115 / 289 / 405 / 575. The same passes in the public Roblox API are 40 / 49 / 80 / 100 / 249 / 350 / 499. The names match one for one, the mark-up is 15–25%, and it shrinks the more expensive the item gets: that is the signature of Roblox regional pricing. The rules require trusting the recording, so the leading numbers here are the on-screen ones: that is what our player pays. Had we taken only the wiki or only the API, the document would be lying by 15% in every line.
Lesson 1 · The gap sits where the value begins
Everything up to 115 is convenience and cosmetics. The first pass that touches luck costs 289.
The ×2.49 jump is the sharpest on the ladder, and it is no accident: it is the border between "bought comfort" and "bought power". Our 6↔119 hole is a different thing — we have no rung at all, whereas theirs is deliberately placed as a threshold.
Lesson 2 · The answer to whales is frequency, not price
A season pass at 575 every ~55 days ≈ ~3,000 Robux a year from a payer.
Cadence from the passes' creation dates: S1 5 Jul 2025 → S7 30 May 2026, averaging 55 days. This is the only recurring line item and, in all likelihood, the core of revenue. Season eight is due out any day now.
Lesson 3 · Even the king turns out to have nothing expensive to sell
The most expensive item found is 899. A whale cannot put in a lot at once.
This is unexpected and important: we treated the whale vacuum as our disease (top 1% = 16.7% against a norm of 40–60%). Sol's has structurally the same roof — and they treat it not with an expensive product but with repeatability: consumables at 150–850, a season pass every 7 weeks, seasonal packs on a ~250/450/750 scheme in every event.
Source caveat: 899 is the upper bound of the range the wiki gives for the Premium Pass across all seasons (the current Season VII costs 499 in the API). Dev products could not be verified through the public API — the endpoint is behind authorisation, so the consumables list rests entirely on the wiki. The claim "there is nothing more expensive" holds within what was found, and is not exhaustively proven. wiki
Part G · Rhythm
Retention and the shopfront
What brings players back and what drags them in.
09 / Layers of retention
Five loops of different lengths — from a second to a quarter
Our retention rests on a single mechanism — manually shipping updates (which does, to be fair, double D7). Sol's has five layers, and not one of them requires a developer to ship anything this week.
Loop
Period
Mechanic
Do we have it
Biome
a lottery every second
no schedule — you have to be in the game
no
Day / night
2m 30s
a second independent cycle, ×10 to some auras
no
Dailies
24h, countdown on screen
3 tasks + "complete all 3"; one depends on a random biome
the table exists, not wired up
Weekly missions + raid rental
a week
rotation of 3 auras + a reward cap of 7 a week, reset on Sundays
no
Season pass
~55 days
two tracks, XP for rolls and missions, at L50 — an exclusive aura; beyond max level — Infinite Reward
no
Events
~a quarter
Easter, Halloween, Winter, Valentine's, Summer — limited auras + limited packs + their own currency
the World Cup live layer ≈ this, but unused
They have holes of their own too. In the inventory, Зелье удачи ×10 ("Luck Potion ×10") — handed out by a quest and lying untouched. The game never once nudged the player to drink them. The resource exists, the loop that uses it does not — exactly like our 10 free dice. recording 25:06
An achievement for playing too long. In the 40th minute: "CondrusJellyfish won Sol's Studio's "Сделайте перерыв" award!" ("Take a break"). A game whose entire substance is the endless roll hands out a badge for pausing. You can read that two ways: as care, and as an admission of what the game turns into. recording 40:36
10 / The shopfront
The cover is one number filling the whole screen
Our CTR is 1.1–1.5% against a 2% target, and across five of our design docs there are zero lines on thumbnails. So we look at what the king drags people in with: he has 2.0bn visits and 38 thousand concurrent.
The entire promise in one number.1 in 850,000,000 across the full width, and the tagline-question "ON THE WORLD OF RNG — HOW IS YOUR LUCK?". Not a character, not a scene, not a logo — a number and a challenge aimed at you personally. recording 00:12
The listing header at the time of recording:91% and 36.9K active. A measurement a day later via the API gave 38,148 concurrent, 2,005,623,119 visits, 1,375,832 👍 against 132,066 👎 = 91.24%. API 15 July 2026
Move 1 · A number instead of a picture
The cover does not show what you play. It shows what you can win.
Our thumbnails show footballers — that is, what kind of game this is. Theirs show the stake. For the RNG genre, judging by 2bn visits, the second works better.
Move 2 · A question straight to the face
"HOW IS YOUR LUCK?" — the cover asks the player a question personally.
Not a description but a challenge you want to answer with a click. A cheap trick we have never once tried.
Move 3 · The feature in the title
Sol's RNG [ Boss Raid Hell🔥] — the endgame is promoted into the headline.
The title works as a patch note: it tells a returning player what is new. It changes from update to update. API Our headline is static.
The caveat without which this section would be a lie. We do not know Sol's RNG's CTR — Roblox does not publish it for other people's games. 2bn visits are the product of three years, virality, YouTube and a 12.3-million-member group, not of one cover. You cannot assert "put a number on the thumbnail and you get their CTR". What you can assert: the genre leader leads with a number and a question, not with a scene, and that is a hypothesis which is cheap for us to test — we happen to have a slot for 2 experimental thumbnails out of five.
10b / Fresh eyes: what is only visible if you sit down and play
The game holds you for 16 minutes while you work it out — and falls apart once it is worked out
Below is what neither the wiki nor the screenshots will tell you: where a live player sticks, where he gives up, and where the mechanics fail to add up with themselves. All with recording timecodes.
How to read this. The peak at minute 16 is not about a reward. It is the moment the player worked out how the monetization is built and admired it. After that the curve holds up on understanding ("I have worked out how it all works" — 21 min), not on desire. The red zone on the right is the raid: half an hour of build-up and an hour of promises ended in a six-minute defeat with no reward.
Observation 1 · Their monetization is visible to the naked eye
At minute 16 the player, unprompted, described the whole construction: auto-roll for the group, speed for a gamepass.
And the reaction was not "a rip-off" but "good mechanics, neatly done". That matters more than it seems: their model reads as honest even when it is being worked out. Both limits are labelled right on the switched-off toggles — the player sees the price of entry rather than hitting a wall.
Observation 2 · The leaderboard reads as a farm
"The one right at the top has 17.4 million rolls. I understand that he is rolling on automatic."
The top of the table does not motivate you to catch up — it tells you the competition is between bot farms, not people. For us that is a warning: if we hand out auto-roll, our "Matches" leaderboard turns into the same thing. recording 18:52
Observation 3 · There is nothing to compare auras against
"It is not clear what they give. Which of them is better — the divine one, say, or the lantern?"
The game shows "1 in N" but does not show what the aura does. The player spent 40 minutes deciding what to equip on the basis of a single rarity number. Our "Better than your ST", for all its defects, solves exactly this problem — and Sol's has nothing of the kind at all. recording 18:23
Where a live player gets stuck
What happened
When
What it means
Could not equip the crafted gloves. "It is not clear how to put them on… I am trying to add them somehow — no"
28:40 · 30:11
crafting is the endgame's central mechanic, and the "crafted → equipped" path stays unreadable for minutes
Luck dropped with no explanation. "My clover has gone, there is less luck"
29:01
the headline stat moved downward and the game did not say why. In a game that is entirely about that stat
Fishing does not work. "There is a green bar, you have to hit it, but it moves as well… it is not exactly a convenient thing"
22:22 · 23:11 · 23:19
two failures in a row, the mechanic is not explained. A side mode taking time away from the main one
Picked the pre-boss aura blind. "I am taking the middle one, which is — I do not know"
31:29
a 45-second timer + "cannot be changed" work against a considered choice: the player presses whatever
The roll animation is too long. "That animation is somehow drawn out"
08:11
precisely the pain Quick Roll sells for 115. The player felt it at minute 8 — before he learned the pass existed
Six minutes of fighting, a defeat, zero reward. "Basically, they did not give me anything for it"
38:11 · 39:01
the only active content in the game punishes a newcomer with emptiness. Compare with our "+1 luck for a defeat"
The session's most valuable observation — and it demolishes one of my own conclusions. At minute 41 came this: "it is not clear why you would farm your own auras if you play against the bosses with someone else's anyway". recording 41:12
That lands precisely on a contradiction inside Sol's. Renting three auras for a week (§06) looks like elegant free content — but it also devalues the game's main grind: if you go into the raid on a rental regardless, why bank your own for months? The developers tried to compensate with a penalty (the rental hits for 80%), but 20% is far too little to pay back months of farming.
What this changes for us. In §11 I put "rental rotation" down as a move to borrow. I take that back in that formulation: what should be copied is the rotation (new content out of ready-made assets, weekly), but not the rental in the main mode. If we do get "three stars on rent", it has to work in a separate mode where your own squad does not take part — otherwise it undermines exactly the attachment to the squad that the whole redesign is being undertaken for.
Part H · Transfer
What we take for ourselves
Every finding set against one of our six pain points.
11 / Moves against our pain points
Six pain points — and Sol's has a ready answer to every one but one
The main thing this teardown gives us: almost everything we were about to invent, the genre's king already has in place and proven on 38 thousand concurrent. Below: what transfers word for word, what needs adapting to football, and what must not be taken.
Our pain
Their move
How it transfers to football
Verdict
The second visit of the day 1.27 visits
the biome rolls every second; no schedule — you have to be in the game. Plus dailies with a countdown and a task that depends on a random biome
our analogue of the biome is the World Cup live layer, and it is already built: real matches, "boosted" nations, goal windows. Turn it from a ticker into a pool condition: "while Spain's match is on, Spaniards drop more often". That is not "come back tomorrow", it is "be here now"
take
The content cliff at the top of progression
the top is closed off by crafting, not by luck: the top aura does not drop at all. Recipes for 2,000–10,000 cheap ingredients
duplicate cards → shards → craft a legend that does not roll. Luck stops being able to end the game. We already have duplicates (up to 63 copies for level 7) — the rail is half laid
take
The content cliff · second stopgap
raids: a cap of 7 rewards a week, reset on Sundays, timer on screen
our stadium gets finished off in days because nothing caps it. The cap turns "the content has run out" into "come back on Sunday"
take
The content cliff · third stopgap
a rotation of three auras every week — new content out of assets that already exist. But they are issued on rent, and that breaks the motivation to farm your own (see §10b)
we take the rotation, not the rental: a weekly set of "three stars" — only in a separate mode where your own squad does not take part. Otherwise we undermine exactly the attachment to the team that the redesign is being done for. Zero new art — a config rotation
adapt
The whale vacuum top 1% = 16.7%
a season pass at 575 every ~55 days ≈ 3,000 Robux/year. And their single-payment ceiling is only 899 — they treat it with frequency, not with price
this inverts our framing. We were looking for what to sell a whale expensively. The king's answer: sell regularly. Our World Cup gives a natural season cadence
take
The cross-sell gap 6 ↔ 119 Robux
a dense bottom of 50 / 59 / 95 / 115, then a deliberate ×2.49 threshold and luck only from 289
we already have rungs (10/13/20/39/55). What to take: the meaning of the threshold — below it we sell convenience, above it power. Right now our 2× Luck at 119 sits next to the roll bundles, and the border does not read
adapt
Thumbnails < 2% CTR
the cover = one number + the question "HOW IS YOUR LUCK?". The feature is promoted into the game's title
we have a slot for 2 experimental thumbnails out of 5. The hypothesis is cheap: lead with a number ("1 in 3,000 — Haaland") and a question, not a scene. We do not know their CTR — this is a hypothesis, not a recipe
test
D2 churn
there is no direct answer — we do not know their D2. Indirectly, dailies + the season pass + the biome lottery do the work
honestly: the Sol's teardown does not answer our main pain directly. Their retention is about the long tail, not about the day 1→2 transition. The closest thing that transfers is the daily with a countdown and "complete all 3"
partially
—
Auto-roll free for joining the group, auto-rejoin every 20 min
our auto-roll is sold as a gamepass and simultaneously sits free in the upgrade tree — that is a bug. Their model: give it away for the group (a growth metric), sell speed. We do not have 12.3M members, but the channel is the same
take
—
the sale at the moment of pain: 45 sec + "cannot be changed" + a reroll for ◈20
our analogue is the moment before a match: "the squad is weaker than the opponent, reroll the three for N". A micro-price at a gameplay node, not in a shop
take
—
trading between players
they do not have it, and it is the community's complaint #1. We could build what the king lacks — but that is a separate product with an economy and fraud attached, not a "feature for a week"
not now
—
AFK farms and macros as the norm
a direct consequence of free automation. Outside reviews call it "a digital slot machine" and go after the age rating community. Copying the farm means copying the reputational risk with it
do not take
Where we are better
The roll is a decision. They have one aura, take it and that is that. We have a choice of 1 from 3 for a position — mechanically deeper.
The match. With them, nothing happens after the roll. We have the football itself, opponents and a result.
The live layer of the real World Cup. Their biome is an invented lottery. We have the real World Cup, which nobody else has.
Where we are comparable
Collection/index — we have one, they have a museum. The difference is in the presentation, not in the existence.
Mutations: our Shiny/Pyro/Aurora already work — they are simply not explained.
Chemistry by nation — we have it, they have no analogue at all.
Where we are worse — and it is structural
Rhythm. They have five loops from a second to a quarter. We have one — the manual update.
The ceiling. Their top cannot be won with luck. Ours gets finished off for 150–250 Robux in an hour.
Money cadence. Their season pass is 3,000 Robux/year from a payer. We have nothing recurring at all.
Part I · Bottom line
Verdict
What the game is worth and what to take from it first.
12 / Assessment
Mechanically poorer than us. Structurally — on a different floor
Judged on a single player turn, Sol's RNG is simpler: one button, no choice, no match. Judged on what holds a person for months and makes him pay every seven weeks — we are not in the same league. And almost everything that makes the difference is built, on their side, out of things we already have.
5/10
Core loop
one button, no decision — poorer than ours
9/10
First minutes
a 1 in 6.5M jackpot on the first roll; the hook is set instantly
9/10
The luck economy
the formula is printed for the player; they sell speed and a multiplier, not luck
9/10
Endgame
crafting + a weekly cap + rental rotation; the top is closed off by hard work
8/10
Rhythm / retention
five loops from a second to a quarter, with no manual work from the team
7/10
Monetization
a dense ladder and a subscription, but nothing expensive on sale — 899 at most
4/10
Transparency
"1 in N" is a weight, not a probability; the headline stat does not show progress
8 / 10
A benchmark not of mechanics but of rhythm. Sol's RNG does not win because its roll is more interesting than ours — it is poorer. It wins because five loops of different lengths are built around that roll, the endgame is metered out by the week, the top of the ladder is closed off by hard work, and you are asked to pay a little every seven weeks. Our loop is richer, our live layer is unique — but we have no rhythm.
What to take first, in ascending order of cost:
Weekly rotation, but not the rental. Three stars for a week — in a separate mode where your own squad does not play. Zero new art, config only. Gives a "new game" every week for free — and does not devalue your own grind, which is where Sol's tripped itself up.
A reward cap. Limit the weekly issue so that the stadium cannot be burned out over a weekend. Turns "the content has run out" into "come back on Sunday".
The sale at the moment of pain. A micro-price at a gameplay node (rerolling the three before a match), not in a shop. Judging by the construction, this is their highest-converting point in the game.
The live World Cup as a pool condition, not a ticker. Our ready-made trump card is working at a quarter of its capacity: it announces, but changes nothing in the moment. "While the match is on, Spaniards drop more often" turns news into a reason to be in the game now.
Crafting a legend out of duplicates. So that luck stops being able to end the game. The most expensive item on the list and the most important one for the top of progression.
A season instead of an expensive product. The answer to the whale vacuum is not a 999 SKU but a recurring season. The World Cup gives us a natural calendar, which Sol's does not have.
And one thing not to take: their free automation is a deliberate trade-off against AFK farms and a reputation as "a digital slot machine". We can take their monetization model (give automation away, sell speed) without copying the farm: we have the match, which means we have somewhere to put the player's presence.