[π VOICE CHAT] Project: Hood
A Roblox experience owned by FNS Studio.
RoleplayENopen worldcrime simulationproximity chat
Project: Hood is a roleplay experience created on September 3, 2020. The game has accumulated 1,019,172 lifetime visits and 20,276 favorites. Currently, zero users are playing. The title holds a 74% like percentage. Proximity chat is enabled for accounts aged five days or older on PC and Xbox platforms.
Description (written by the developer; not a statement by this register)
π Proximity chat is enabled in this game. (Not public yet for everyone to use though) On PC and Xbox only. Account must be at least 5 days old to play. Press TAB > Controls to see all the controls. Check our Twitter for codes! Game version: 1.4.8 NEW WORLD UPDATE RELEASED (10/9/21) PATCH NOTES (NEW CODE): https://devforum.roblox.com/t/1457459 15% cash boosts and 2X legendary and unseen rates are AUTOMATICALLY applied every Friday to Sunday! Welcome to the world of Project: Hood! Experience the island of Asta Velle, and explore the amounts of things to do and get! You can cruise around in expensive cars, get into intense fights, rob stores, customize your character, make your own crew, and so much more! The choice is yours! Programming, UI, and animations by rek_kie Built by FNS Studio Trailer by rek_kie GFX by kenji6k and rek_kie
Last updated by the developer 29 Jun 2026, 03:30 UTC.
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 β so this will fill in on its own rather than being estimated. We do not publish numbers we have not measured.
| Measured (UTC) | Players | Change |
|---|---|---|
| 10 Aug 2026, 22:33 | 0 | first reading |
Concurrent players at each of our measurements (insert-on-change).
Monetization β game passes
Game passes for sale and their prices, measured from the Roblox passes API. Developer products bought inside the game arenβt publicly listable.
Badge funnel
How many players have ever earned each badge β 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 badgeβs own name and description.