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Sang's Craziness Rooms

Sang's Craziness Rooms

A Roblox experience owned by Sang's Craziness Rooms.

ObbyENobstacle courseextreme difficultytower of hell style

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

- Welcome to Sang's Craziness Rooms, it is recommended to play Eternal Towers of Hell before this so you can get to know the mechanics. - Sang's Craziness Rooms fits all its obstacles within one single floor, you would think a single floor would be less rage inducing ; it's not. Rooms here can contain obstacles that only the mightiest of Robloxians would even dare to face ranging from laughably easy to rooms that you wish were never brought to existence, good luck out there. (Headup before you start) - SCR is extremely difficult, a low extreme room will have the raw gameplay-wise of catastrophic towers in EToH. So, even if you have beaten an insane tower in EToH, you might still stands no chance against this game's insane room. Thanks to AngkyPlayz for the icon thumbnail. Thanks to TheArchaicZeek for badge's icon. Thanks to TheStoveDude and Tails2082 for auras.

Last updated by the developer 12 Aug 2026, 06:23 UTC.

0
playing (measured 13 Aug 2026, 17:08 UTC)
36,960
lifetime visits
72%
liked (162 👍 / 62 👎)
275
favourites (7.4 per 1k visits)
25 December 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 We do not publish numbers we have not measured.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
13 Aug 2026, 17:080first reading

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

Monetization — game passes

All Jumping
749 R$
Tips
715 R$
Monster Energy
100 R$
T-Pose
16 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

Welcome! · welcome4,107 · 100.0% win
Beat the Room of Annoying Beginning! · progression2,203 · 0.00% win
Beat the Room of Cube! · progression1,973 · 0.00% win
Beat the Room of Wedges and Gameplay! · progression1,474 · 0.00% win
Beat the Room of Rocky Climates! · progression1,336 · 0.00% win
Played on mobile! · other1,126 · 0.00% win
Beat the Room of Endless Happiness! · progression992 · 0.00% win
Beat the Room of Vibrant Experiences! · progression905 · 0.00% win
Beat the Room of Coloured Structures! · progression799 · 0.00% win
Beat the Room of Sphere! · progression762 · 0.00% win
Beat the Room of Simple Trials! · progression621 · 0.00% win
Beat the Room of Table Progression! · progression600 · 0.00% win
why r u bullying urself · other555 · 0.00% win
Beat the Room of Weird Pillars! · progression489 · 0.00% win
Beat the Room of Regions Itinerant! · progression450 · 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

727372.516 August 2026 — 73 % liked5 September 2026 — 73 % liked14 November 2026 — 72 % liked16 August 202614 November 2026
3 measurements spanning 90 days, net -1. 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 72–73 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
14 Nov 2026, 04:0772-1
5 Sept 2026, 02:0573no change
16 Aug 2026, 02:0373first reading

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