Throw a Pet
A physics simulator where the throw itself is the game, rated 96.8% positive across more than 7,300 votes.

901,559
Lifetime visits
Roblox public game data
2,871
Favourites
Roblox public game data
96.8% positive
Player rating
7,079 up / 232 down votes
8
Players per server
Roblox public game data
Public Roblox figures, captured 25 October 2026. Check them on the game page.
Throw a Pet is a physics simulator where players launch their pets as far as they can, earn coins on distance, and spend them on new pets, eggs, throwers and maps. It launched in September 2025, has passed 900,000 visits, and holds a 96.8% positive rating across more than 7,300 votes.
For a simulator, the rating is the figure we watch most closely. Simulators live or die on whether the core action still feels good on the hundredth repetition, and here the core action is a throw. Most of the engineering went into making that throw worth repeating.
Flight physics we can tune per map
Roblox's default physics treats every object the same way. A throwing game needs each map to feel different, and each pet to fly differently on it. So flight runs through three small force controllers layered on top of the engine: gravity, air drag and ground friction.
Gravity adds a per-map pull on top of the world's own. Air drag damps velocity in proportion to speed, so fast throws lose more and long flights taper off rather than stopping dead. Friction follows the textbook model: the force slowing a sliding pet is a friction coefficient times its mass times gravity, and that coefficient combines the map's base value, a per-map modifier and the pet's own multiplier.
Because every one of those is a value in configuration, making a map floatier or a pet slide further is a data change, not a code change. That is what makes tuning fast enough to do properly, the same principle behind the systems in our game loop design guide.
Steering that cannot add speed
Later in the game, players unlock flight controls and can steer a pet in mid-air. The obvious implementation, pushing the pet left or right, has a flaw: any push at an angle to the flight path also pushes it forward, and players quickly discover that steering makes throws longer.
Instead, the steering force is projected onto the plane perpendicular to the pet's velocity before it is applied. Only the sideways part survives, so steering changes direction without adding speed. It is a few lines of vector maths, and it is the difference between a control and an exploit.
Keeping distance honest
Flight is simulated on the player's own device, which is what keeps it smooth at any ping. It also means the client reports how far each throw went, so the server treats that report as a claim rather than a fact.
The server caps every throw at the distance the current map allows, then works out the coins itself from multipliers it holds: equipped pets, active boosts, passes and the map. A modified client can claim a longer throw, but it cannot report its way to an unlimited payout. Our anti-exploit guide explains why bounding what a client can claim matters as much as validating it.
Progression with more than one lever
A single strength stat that only goes up is the quickest way to make a simulator feel like a spreadsheet. Throw a Pet spreads progression across systems that each reward a different kind of play.
Pets hatch from map-specific eggs with weighted odds, equipped pets multiply earnings, and a pet index pays out for completing sets. Auto-throwers earn coins while the player is busy elsewhere, and a share of that while they are away, with upgrade prices that roughly double at each level so every purchase is a decision rather than a reflex. Three kinds of soda grant timed boosts, coin coolers alone ranging from 1.15x for two minutes to 6x for thirty, and small boosts merge into bigger ones.
The maps themselves change too. Completing goals such as hatching eggs or collecting coin piles adds new features to a map, and the same throw that earns coins also damages bosses and breaks the barriers guarding new zones. Each player fights their own copy of a boss, and its health and respawn timer are saved, so a fight can be finished in a later session. The economics behind layering these systems are in our game economy design guide.
Where the project stands
Throw a Pet launched on 3 September 2025 and was last updated on 23 March 2026. Its lifetime figures, 901,559 visits, 2,871 favourites and a 96.8% positive rating, are public on the Roblox game page and can be checked directly.
What transfers to other projects
- Custom force models layered on Roblox physics, tuned per map and per item through configuration
- Player controls designed so they cannot be turned into an exploit
- Client-simulated actions whose rewards the server caps and calculates. See our Luau scripting services
- Progression spread across collection, idle income, boosts and changing worlds, rather than one number
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