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🏕️ Parkour Civilization [UNLEASHED] DEMO

🏕️ Parkour Civilization [UNLEASHED] DEMO

A Roblox experience owned by PkCiv Dev Team.

ObbyENsocial hierarchybattle royale mechanicsevbo inspired

Description (written by the developer; not a statement by this register)

Live in a society where social status is determined entirely by your parkour skills. Start at the bottom, performing parkour to survive, and rank up to become a champion. Ranks: Noob -> Pro -> Master -> Captain -> Champion 🏆 How to Rank Up: Reach a level cap (you level up by renting a house and exploring the map) and beat a required course. Some ranks require multiple courses or a trial to earn an entry ticket. Losing all 3 lives causes you to derank by one position. Special Ranks: Captain and Champion cannot be lost by dying and aren't obtained through standard courses. Once you reach Master, you unlock "Unfriendly Parkour Battles." In this round-based mode, you fight others by building an obby, completing it, and making your opponent complete it. Defeating a special rank grants you their title. Failing to battle for over a week causes a derank. (Inspired by Evbo's Parkour Civilization)

Last updated by the developer 10 Aug 2026, 12:22 UTC.

0
playing (measured 11 Aug 2026, 17:34 UTC)
519
lifetime visits
87%
liked (13 👍 / 2 👎)
5
favourites (9.6 per 1k visits)
14 June 2026
created (per Roblox)

Play on Roblox →

Live players over time

Growth

Growth history is still building. We hold one measurement for this entry. A trend needs at least two, taken days apart — so this will fill in on its own rather than being estimated. We do not publish numbers we have not measured.

Measurement log — every players count we have recorded
Measured (UTC)PlayersChange
11 Aug 2026, 17:340first reading

Concurrent players at each of our measurements (insert-on-change).

Monetization — game passes

Keeping rank chance (50%)
376 R$
Permanent Master
372 R$
Permanent Pro
300 R$
No fall damage
198 R$
Keeping rank chance (25%)
172 R$
Disable Prison
123 R$

Game passes for sale and their prices, measured from the Roblox passes API. Developer products bought inside the game aren’t publicly listable.

Badge funnel

Ranked up to master! · progression0 · 0.00% win
Escaped prison! · progression0 · 0.00% win
Welcome! · welcome0 · 0.00% win
Ranked up to pro! · progression0 · 0.00% win

How many players have ever earned each badge — a proxy for how far players get before they stop. Steep drop-offs mark where a game loses people. Win rate is the past-day share of players who earned it; categories are assigned by a language model from each badge’s own name and description.

Like ratio over time

Growth

87898821 August 2026 — 88 % liked30 September 2026 — 89 % liked31 October 2026 — 87 % liked21 August 202631 October 2026
3 measurements spanning 71 days, net -1. Dots are measurements; the straight line between them is drawn to join them, not to claim we know the path taken in between — snapshots are recorded only when a count changes, so gaps mean “no change observed”, never “interpolated”. The vertical axis spans 87–89 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
31 Oct 2026, 07:4687-2
30 Sept 2026, 19:3189+1
21 Aug 2026, 03:0488first reading

Percentage of votes that are likes, at each of our measurements. A falling line is a game losing its crowd’s goodwill.