Roblox RegisterIndependent record of Roblox groups · not affiliated with Roblox Corporation
Recursive

Recursive

A Roblox experience owned by Lattice Interactive.

HorrorENbackroomsprocedural generationpsychological horror

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

Recursive is a procedurally generated Backrooms horror experience. The deeper you explore, the more the Backrooms begin to change. What starts as an empty maze slowly becomes something else. Strange anomalies begin appearing, familiar spaces stop behaving the way they should, and fragments of an underlying story begin to surface. Every expedition takes you one step closer to understanding what lies beyond. Explore alone or with friends and see how far you're willing to go. Content Warning: Flashing lights, prolonged darkness, loud sounds, stalking, pursuit, and psychological horror. Headphones recommended. Inspired by the works of Kane Pixels, Complex Research, The Complex: Found Footage, and The Backrooms. Press B or Down on the D-Pad for controls

Last updated by the developer 7 Aug 2026, 02:27 UTC.

0
playing (measured 16 Aug 2026, 17:50 UTC)
11,234
lifetime visits
91%
liked (185 👍 / 19 👎)
1,026
favourites (91.3 per 1k visits)
23 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 We do not publish numbers we have not measured.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
16 Aug 2026, 17:500first reading

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

Monetization — game passes

Expanded Server Slots
299 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

Met a Developer · social12 · 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

9116 August 2026 — 91 % liked26 August 2026 — 91 % liked16 August 202626 August 2026
2 measurements spanning 10 days. 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 90–92 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
26 Aug 2026, 22:2091no change
16 Aug 2026, 22:2091first reading

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