The First Three Weeks of Roblox Makeup All Stars
The game published on 4 October 2026, the badge and VIP pass followed on 5 October, the level-unlock bundle on 8 October and the 99-Robux coin doubler on 18 October. The store title's bracketed tag is the closest thing to a changelog this game has.
Makeup All Stars is three weeks old and already has a paper trail. Every Roblox game, pass and badge carries creation and last-updated timestamps, and reading them in order tells you what the developer actually shipped and when — more reliable than an "update log" screenshot, because it cannot be edited after the fact.
What appeared, and when
| Date (UTC) | What appeared or changed | Where it is recorded |
|---|---|---|
| 4 Oct 2026, 12:06 | Game published as Makeup All Stars | game page creation stamp |
| 5 Oct 2026, 11:05 | VIP game pass created | pass list |
| 5 Oct 2026, 23:44 | The only badge, ALL STARS: Top 10 Globally, created | badge record |
| 8 Oct 2026, 15:10 | Unlock ALL Level Locked Items + VIP pass created | pass list |
| 18 Oct 2026, 07:46 | 2x Coins (DOUBLE EARNINGS) pass created | pass list |
| 20–21 Oct | All three pass descriptions rewritten | pass "last updated" stamps |
| 25 Oct 2026, 00:10 | Latest game update; store title now reads [NEW THEMES] | game page update stamp |
Two things stand out. The first is speed: the game shipped with one pass and one badge, and the full three-pass lineup only existed fourteen days later. Anything written about the economy in launch week described a shop that no longer existed by mid-October.

The second is ordering: VIP first, the level-unlock bundle second, the cheap coin doubler last, nine days later. That is the normal shape for a Roblox game finding its audience — start with the biggest-ticket item, then add the low-price option that converts players who will never spend 399.
The numbers after three weeks
| Official figure | Value (25 Oct 2026) |
|---|---|
| Visits | 5,724,275 |
| Playing at time of reading | 6,350 |
| Favourites | 25,921 |
| Players per server | 10 |
| Badge awards | 135 |
| Days live | 21 |
Five and a half million visits in three weeks is the number that matters most here, because it sets expectations for everything else. A game at that scale gets copied fast: expect fan wikis, "codes" pages and tier lists to appear in search results before the game itself has published anything. None of those are sources. The store page, the pass list and the badge record are.
What the [NEW THEMES] tag is telling you
The store title carries a bracketed tag — [NEW THEMES] when this page was written — which is the developer's usual way of saying "the thing that just changed is content". Roblox creators edit that tag rather than publish patch notes, which means:
- The tag is the closest thing to a changelog the game has on its store page.
- The
updatedtimestamp moves when it changes. 25 October 2026, 00:10 UTC on the day this was read. - Themes rotate, and the rotation is the content. For a game whose whole loop is "style something against a theme", new themes are new game.
What the tag does not give you is a list. There is no published theme calendar, no theme names in the store description and no in-game index of past themes that a reader outside the game can check. Any site handing you "all Makeup All Stars themes" is either transcribing what they personally saw in-game or making it up, and you cannot tell which from the page.
How to catch the next update without a news feed
Three places, in order of reliability:
- The game's own Roblox page. The
updateddate and the bracketed tag at the top of the title are the two fields that change on a patch. - The official community link the developer puts in the store description — the share link is the only channel the game itself advertises. "Sneak peeks" is the phrase used in the description, which is a fair warning that it is a marketing channel, not a changelog.
- Your own screenshots. In a game whose content is rotating themes, the only archive of what a theme looked like is the one players keep. If you care about a theme, capture it.
Why a three-week-old game is a different kind of guide
Guides to a game this young go stale in ways older games do not:
- Prices and passes change. This game added a pass on day 14; a guide written on day 7 is wrong on day 21.
- The economy gets rebalanced. The 20–21 October rewrite changed what the passes promise without changing their names — the kind of edit that silently invalidates a copied table.
- The badge count keeps moving. 135 awards today, 2 in the past day: a snapshot, not a constant.
That is why every figure on this site carries a read date, and why the site's footer prints one for the whole site. If a number here disagrees with the game, trust the game.
What changed for players, in plain terms
| If you started playing… | What you had | What you have now |
|---|---|---|
| In launch week (4–7 Oct) | One pass, one badge, no coin doubler | Three passes, all three re-described |
| Mid-October (8–17 Oct) | Two passes, no cheap option | A 99-Robux coin doubler exists |
| After 18 October | — | The full economy as it stands today |
If you are returning after a break, the practical advice is to re-read the pass descriptions rather than trusting memory: the perks are the same categories, but the wording was rewritten on 20–21 October, and wording is what players quote at each other.
Next: coins and the daily shop explains what the currency actually does, and the three passes prices them out against each other.

