Methodology
Bloxism is a data product, so how we get our numbers matters. This page explains where our metrics come from and the rules we hold ourselves to.
Our data rules
- Nothing is fabricated.We never invent player counts, values, codes, dates or history. When a live number isn't available, we show a clear unavailable or “collecting data” state and the last successful sync time — never a placeholder dressed up as real.
- Freshness is visible. Every analytics surface shows how recently it synced, so a delayed number is never presented as live.
- Estimates are labelled. Anything derived or uncertain is marked as such, including low-confidence Bloxism Scores.
Where player counts come from
Concurrent players, visits, favorites and ratings are read from Roblox's public APIs and captured as a timestamped snapshot on our sync schedule. For games that span multiple places, concurrent players are summed across those places. We store every snapshot, so the historical charts and trends are built from our own recorded observations — not a single overwritten value.
Metric methodologies
Bloxism Score →
The exact 0–100 formula, its four weighted components, and how confidence works.
Trade values →
How values are collected, staff-reviewed and demand-scored, and why they differ from other sites.
Tier lists →
Patch versioning, context, skill assumptions and the methodology on every list.
Trending & charts →
How the trending, fastest-growing and other live charts are ranked.
How “trending” is defined
A weighted trend score drives this board: 24-hour percentage growth scaled by a popularity factor, so a large game gaining 15% outranks a tiny one that merely doubled. Games under 1,000 concurrent players are excluded to prevent noise. Needs at least 24 hours of history to populate.
Trending is deliberately notjust current player count — a weighted score rewards genuine momentum while a minimum-players floor stops a tiny game from topping the chart on a percentage fluke. See every chart's exact rule on the charts pages.
