The worked example
6,603 likes ÷ (6,603 + 1,127) = 6,603 ÷ 7,730 = 85.4% positive. The votes endpoint has kept answering even while the listing's title and description read as masked, so this ratio is the most durable public verdict on the game.
kevin game publishes no payout table, so this calculator does the arithmetic players actually run: the listing's like ratio, the community's growth rate, and the geometry of a 1-versus-11 lobby — every input sourced and dated.
Most Roblox calculators divide a currency goal by a farm rate. kevin game makes that impossible in a useful way: it launched with no codes, no badges, no passes, and no shop, so there is no payout table to divide by — and inventing one is how a fan site starts lying. What the documented record does support is four pieces of arithmetic on numbers you can re-verify yourself: the like ratio from the votes API, the community's growth between two dated counts, the split geometry of an 11-survivor lobby across the map's line-of-sight landmarks, and the patrol pacing the hunter tier notes recommend. Each one is worked below with its formula, its inputs, and the date every input was checked.
formula: likes ÷ (likes + dislikes). Inputs from the Roblox votes API, checked 2026-10-23.
6,603 likes ÷ (6,603 + 1,127) = 6,603 ÷ 7,730 = 85.4% positive. The votes endpoint has kept answering even while the listing's title and description read as masked, so this ratio is the most durable public verdict on the game.
An 85% positive record across roughly 7,700 votes, earned during a launch window that ended in the listing becoming unavailable, tells you the gameplay loop landed with players before access did. Roughly one vote in seven is a dislike — consistent with a hunter-versus-lobby format where half the fun, for some lobbies, is complaining about the hunter.
formula: later count ÷ earlier count. Both counts are documented — no extrapolation.
885,532 group members (Roblox groups API, checked 2026-10-23) ÷ 80,000+ members (fan wiki, 2026-08-31) = at least 11× in about five weeks. The word “at least” matters: the earlier figure is a floor, so the true multiple is 11× or higher.
Growth this steep is the economic reason fake codes and copy places exist: every week of virality adds more new players than the documentation can reach. It is also why the codes page leads with the zero-code record instead of a table — the audience arriving after the game became unavailable is exactly the audience those lures target.
Inputs: 12-player servers (documented at launch), the three line-of-sight landmark families, and the split-from-spawn rule — all sourced from the launch-window documentation.
| Lobby behavior | Arithmetic | Result | Documented verdict |
|---|---|---|---|
| Everyone splits across the three LOS families (arches, tall stones, tree cluster) | 11 ÷ 3, rounded | groups of 3–4 | S-tier: “different arch, different stones — the hunter cannot be everywhere.” |
| Half the lobby stacks on one landmark | 11 ÷ 2 per hotspot | 5–6 in one spot | C-tier trap: the spawn read tells the hunter exactly where the gift is. |
| Full-lobby huddle at spawn | 11 ÷ 1 landmark | 11 at once | The documented week-one disaster; the hunter farms the lobby in one loop. |
This is lobby arithmetic on documented values, not an official game formula — the game publishes no spawn or detection numbers. The one number it does fix is the roster: 12-player servers mean one hunter against eleven survivors, which is what makes the divisor eleven.
The documented A-tier hunter habit is two-landmark pressure per minute; the map guide documents five landmark zones.
5 documented zones (near arch, far arch, water line, tall stones, tree cluster) ÷ 2 landmarks per minute = a full sweep in about 2½ minutes. A survivor who has been static since the last sweep is therefore passed roughly twice every five minutes by a hunter running the documented patrol.
This is why both tier lists converge on the same conclusion from opposite sides: the survivor counter to a sweeping patrol is the documented split-then-turn habit — break line of sight at a landmark, change heading behind it — and the hunter counter to splitting is the wide first loop. Time, not loot, is the resource both sides are doing arithmetic on.
One paragraph, because it is data: kevin game has no currency, no shop, no drop table, and no published round length. Any payout or rate number would be invented, and none of the checkable platform facts include one.
If the developer ships an economy — a currency, upgrade costs, a reward table — this page grows the payout math within a checked update, with the source and date attached. Until then the useful planning numbers are the four above, and the resource planner explains what “farming” even means in a game whose only currency is time.
Honest arithmetic on checkable numbers: the listing's like ratio, the Kitty Makes Games group's growth, and the lobby geometry of a 12-player 1-vs-All round. What it does not do is pretend to compute payouts or drop rates, because kevin game publishes none — no currency, no shop, and no reward table exists in the documented sources.
Because it is the only quality signal that survives the listing's availability changes. The votes API still returns 6,603 likes against 1,127 dislikes even while the listing text is masked — a 85% positive record from roughly 7,700 votes, checked 2026-10-23.
The fan wiki recorded a group of 80,000+ members at the end of launch week (2026-08-31); the Roblox groups API showed 1,005,080 members on 2026-10-23. That is at least a twelve-fold increase in about eight weeks, which is why fake codes and copy places target this game specifically.
No. Round length is not published anywhere — no studio post documents the timer or objective format, and the in-round HUD is the only authority. The documented survivor rule is to read the HUD: rotate tasks if the round wants touches, relocate if it wants a clock.
If the developer ever ships a currency, shop, or reward table, the route can grow real payout math with the source and checked date attached. Until then the calculator stays with the numbers that exist.
Time, information, and position: the resources this game actually has.
Lobby composition: why a duo beats a clump in a 1-vs-11 format.
The habit tiers behind the patrol and split arithmetic.
The five landmark zones and the round system, with sources.
The dated availability timeline for the official listing.
How habit rankings are judged without a character roster.