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Sunday Night Sadness (MMM Clone) [BETA]

Sunday Night Sadness (MMM Clone) [BETA]

A Roblox experience owned by Cupcakes House.

RacingENFriday Night Funkin'RhythmOsu!Mania

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

This game is "Literally" FNF with: - Multiplayer or Singleplayer Lobbies - Lots of Customization - Support for Multiple Keys (6k, 9k, 24k) - Osu!Mania Gameplay Style - Optimization for Low-End Devices - Good Console Support Join the Community Server for more info about the game! Credits to the original developers of FNF (ninjamuffin99, PhantomArcade, evilsk8r, and KawaiSprite). Give me a Thumbs Up along with Feedback to help me out with this project. This game is in beta and not entirely finished. Expect things to change in the future. Note: If you are gonna Dislike this game, at least be a decent person and give me Feedback of why you did it. And no, just saying "The game sucks" or "Barely any songs" IS NOT feedback. THE GAME MAY BE BROKEN WHEN YOU JOIN, DONT DISLIKE THE GAME FOR THIS. DISCLAIMER: The original game this one is based on (Monday Morning Misery) SEEMS to be abandoned, so I made my own engine from scratch, theres no stolen code from other games.

Last updated by the developer 8 Aug 2026, 14:59 UTC.

0
playing (measured 11 Aug 2026, 06:03 UTC)
1,122
lifetime visits
82%
liked (53 👍 / 12 👎)
98
favourites (87.3 per 1k visits)
27 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 We do not publish numbers we have not measured.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, 06:030first reading

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

Badge funnel

Beta Player · other905 · 70.6% win
Meet The Owner · social69 · 100.0% win
Easy Win! · progression3 · 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

82868419 August 2026 — 85 % liked29 September 2026 — 86 % liked9 October 2026 — 86 % liked19 October 2026 — 82 % liked19 August 202619 October 2026
4 measurements spanning 60 days, net -3. 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 81–87 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
19 Oct 2026, 03:3582-4
9 Oct 2026, 03:0786no change
29 Sept 2026, 03:0186+1
19 Aug 2026, 17:1785first reading

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