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Zal's Difficulty Chart Obby

Zal's Difficulty Chart Obby

A Roblox experience owned by Zalenitte Creations.

ObbyENdifficulty chartparkourtower of hell

Zal's Difficulty Chart Obby is an obby experience created on 2020-11-15. It contains 120 stages, concluding at the catastrophic difficulty level. The experience has recorded 2,240,086 lifetime visits and 5,709 favorites. Currently, 0 players are active. The game holds a 49% like percentage based on user ratings.

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

● Welcome to Zal’s difficulty chart obby ●Zal’s difficulty chart obby or ZDCO has many difficulties ranging from almost falling asleep, to losing your sanity and wishing you had never played! The further you go in the obby the harder it will get. You are not meant to beat this game, but rather see how far you can get in this difficulty chart obby before stopping. ●PC players have Q/E to spectate, R to reset, and ,/. keys to move the camera. Mobile players have a ui button to reset and mobile shiftlock. ●ZDCO has 120/120 stages currently, ending at catastrophic. ●Almost all building by Zalenitte, with free scripts from others (see in game credits) Official practice place: https://www.roblox.com/games/7813794991/Zals-Difficulty-Chart-Obby-Practice (ignore tags) Zal Zale Dco difficulty chart obby tower of hell impossible parkour difficult hard jtoh jukes wrap wraparound wallhop jump per truss time trial

Last updated by the developer 1 Aug 2024, 07:16 UTC.

0
playing (measured 11 Aug 2026, 03:47 UTC)
2,240,086
lifetime visits
49%
liked (2,600 👍 / 2,747 👎)
5,707
favourites (2.5 per 1k visits)
15 November 2020
created (per Roblox)

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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 We do not publish numbers we have not measured.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, 03:471first reading

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

Badge funnel

Beat Effortless Difficulty · progression421,938 · 22.2% win
Beat Easy Difficulty · progression268,887 · 22.2% win
Beat Medium Difficulty · progression92,518 · 11.1% win
Beat Hard Difficulty59,011 · 11.1% win
Beat Difficult Difficulty · progression37,636 · 11.1% win
Beat Challenging Difficulty · progression16,865 · 0.00% win
Beat Intense Difficulty · progression7,697 · 0.00% win
Beat Remorseless Difficulty · progression2,624 · 0.00% win
Beat Insane Difficulty · progression1,552 · 0.00% win
Beat Extreme Difficulty · progression1,087 · 0.00% win
Beat Catastrophic Difficulty · progression548 · 0.00% win
Beat Terrifying Difficulty · progression501 · 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

4914 August 2026 — 49 % liked24 August 2026 — 49 % liked14 August 202624 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 48–50 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
24 Aug 2026, 08:3249no change
14 Aug 2026, 08:3149first reading

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