Roblox RegisterIndependent record of Roblox groups · not affiliated with Roblox Corporation
Journey to the Monolith [DEMO]

Journey to the Monolith [DEMO]

A Roblox experience owned by Sucks.

PuzzleENpuzzleco-opatmospheric

Journey to the Monolith [DEMO] is a 2.5D atmospheric puzzle story game created on 2020-06-08. It requires two players and is categorized under the puzzle genre. The experience has accumulated 940,541 lifetime visits and 18,420 favorites. Currently, zero users are playing. The title maintains a 94% positive rating from its player base.

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

A 2.5D atmospheric puzzle story game. Requires 2 players to play. PC is recommended for the smoothest gameplay.

Last updated by the developer 6 May 2026, 07:08 UTC.

0
playing (measured 11 Aug 2026, 05:15 UTC)
940,541
lifetime visits
94%
liked (6,071 👍 / 377 👎)
18,690
favourites (19.9 per 1k visits)
8 June 2020
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 We do not publish numbers we have not measured.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, 05:152first reading

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

Content maturity (Roblox’s label)

MinimalMinimum age 0

Descriptors: Suitable for everyone

As returned by Roblox on 10 November 2026. This is Roblox’s label for the experience, not a rating by this register.

All games by Roblox maturity label →

Monetization — game passes

Big Donation
500 R$
Donation
100 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

Chapter 1 · progression156,942 · 100.0% 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

9414 August 2026 — 94 % liked24 August 2026 — 94 % liked3 September 2026 — 94 % liked13 September 2026 — 94 % liked23 September 2026 — 94 % liked3 October 2026 — 94 % liked13 October 2026 — 94 % liked23 October 2026 — 94 % liked2 November 2026 — 94 % liked12 November 2026 — 94 % liked14 August 202612 November 2026
10 measurements spanning 90 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 93–95 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
12 Nov 2026, 19:1994no change
2 Nov 2026, 19:0794no change
23 Oct 2026, 19:0694no change
13 Oct 2026, 19:0494no change
3 Oct 2026, 19:0394no change
23 Sept 2026, 19:0294no change
13 Sept 2026, 18:1694no change
3 Sept 2026, 18:0794no change
24 Aug 2026, 16:0894no change
14 Aug 2026, 16:0594first reading

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