The update timeline
Four pass batches: five on 13 October, Bodyguard on 24 October, Minigun on 27 October, Sniper on 4 November, Explosives and Infinite Stamina on 5 November. All ten were rewritten on 6 November.

Closing Shift was created on 21 September 2026 and last changed on 7 November 2026 at 07:50 UTC. In between, the store went from empty to ten items across four release batches, and every one of those items was rewritten on the same day.
Every date on this page comes from an official timestamp — the created and updated fields on the game record and on each game pass. None of it is reconstructed from memory or from patch notes, because the game does not publish patch notes.
The timeline
| Date | What happened | Source |
|---|---|---|
| 2026-09-21 03:35 UTC | Game created | created on universe 10767355485 |
| 2026-10-13 | Five passes published: Shotgun, Infinite Lives, Shove Players, Night Vision Goggles, Radar | created per pass |
| 2026-10-24 | Animatronic Bodyguard published | created |
| 2026-10-27 | Minigun published | created |
| 2026-11-03 00:33–00:34 UTC | A batch of badges created within about two minutes of each other | created per badge |
| 2026-11-04 | Sniper Rifle published | created |
| 2026-11-05 | Explosives and Infinite Stamina published | created |
| 2026-11-06 | All ten passes rewritten on the same day | updated per pass |
| 2026-11-07 07:50 UTC | Game build updated | updated on the universe |
Four batches, one rewrite
The store's history is unusually clean to read because Roblox timestamps every asset. Five passes on 13 October is a launch catalogue. Then three single additions — Bodyguard on the 24th, Minigun on the 27th, Sniper on the 4th — spaced by roughly a week. Then a double release on 5 November with Explosives and Infinite Stamina.
The 6 November rewrite is the interesting event. Ten passes, published across three weeks, all carrying the same updated date. That is a deliberate sweep: prices adjusted, descriptions standardised, or both.
The evidence points at descriptions specifically. Six passes end with an identical permanence line, four do not — an inconsistency that a single editing pass would normally have fixed, unless the pass added the line to six and left the four newest alone because they were written most recently.
What a two-week-old guide gets wrong
This timeline is the reason the pass prices page is dated. Consider what changed in the fourteen days before this page was written:
- Sniper Rifle did not exist before 4 November.
- Explosives and Infinite Stamina did not exist before 5 November.
- Every description in the store was replaced on 6 November.
- The game build changed on 7 November.
A store review published on 1 November would be missing three of ten items, describing the other seven with superseded text, and pricing a game that had not shipped its latest build.
Badges were added in batches too
The badge records show creation timestamps clustered tightly. A group of badges was created on 3 November within about two minutes of each other — the kind of burst that means they were added to the game in one update, not designed over weeks.
That matters for one specific reason: several badge conditions are the only official documentation of mechanics that exist nowhere else. Chop Shop (cut the Amalgamation's tentacles), Armed Escort (hand EXG a shotgun) and Tight Squeeze (survive Fredbear in your room) describe systems the store page never mentions. If those badges were added on 3 November, then those mechanics may be newer than the game's launch, and any guide written in October would not know they existed.
What the update cadence implies
Seven weeks, ten store items, 27 badges, four batches, one mass rewrite, one build change. The pace is roughly two to three additions a week, which is fast for a game that already had 6.5 million visits inside its first month.
Two practical conclusions:
The game is being actively balanced. A 6 November sweep across ten items changes what a guide should recommend, which is why the buying order on this site carries a date.
Nothing is final. The description promises a different night every day; the metadata shows a different balance every week. If a number here disagrees with your game, the game is newer.
What a data-driven timeline adds that patch notes would
The game publishes no patch notes, so the table above is the closest thing to a changelog that exists. Four things it shows that a player would otherwise have to guess at.
The store grew front-loaded. Five of ten passes on its first day, then one a week, then two together. That is a catalogue built as players asked for it.
Balance passes are real and dated. Ten items rewritten on 6 November is a sweep, not a typo fix.
Badges were seeded in bursts. A cluster of records created two minutes apart on 3 November went in as one update, and several of those conditions document mechanics the store page never mentions.
The build moves weekly. Created 21 September, last changed 7 November.
How to read a date on this site
Every page carries a checked date. On the data pages that date is when the API was read, not when the game last changed, and those are different facts worth keeping apart.
| Date type | Where it appears | What it means |
|---|---|---|
| Created | This page, store table | When the asset first existed |
| Updated | This page, store table | When it last changed |
| Checked | Every page header and footer | When this site verified it |
How this page stays current
Every figure here came from a single API read on 8 November 2026. Re-checking it is a two-minute job: the game record and the ten pass records carry the timestamps directly, and any new pass will appear as an eleventh entry with a later created date.
If you spot a change before this page does, the contact page takes corrections, and the badge table is re-read on the same schedule.