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[UPDATE 1] Honk!

[UPDATE 1] Honk!

A Roblox experience owned by Honk! Studios.

MinigamesENduck thememinigame hubvoice chat

[UPDATE 1] Honk! is a minigames experience created on 2021-12-09. The game has accumulated 1,935,324 lifetime visits and 34,560 favorites. Currently, zero players are active. The title holds a 93% like percentage. It features multiple modes including obstacle courses and racing.

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

Welcome to Honk! 🦆 ⭐ Run through obstacles as a duck whilst the hunters try stop you, try pass the potato in Hot Potato, become the King in King of the Hill or race other ducks to become #1 in Race Mode! Tired of playing with only 50 players? Try our other 2 servers! Compete with twice the amount of players in our Big Servers, or chat with other ducks in our smaller Voice Chat servers! 🔔 Update Logs: https://devforum.roblox.com/t/1612758 🔔 This game is still in early release so you may experience bugs. If you find any, please report them in the server!🛠️ 👇 Social Links 👇

Last updated by the developer 27 Apr 2025, 02:23 UTC.

0
playing (measured 10 Aug 2026, 16:08 UTC)
1,935,324
lifetime visits
93%
liked (19,853 👍 / 1,430 👎)
34,537
favourites (17.8 per 1k visits)
9 December 2021
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 We do not publish numbers we have not measured.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
10 Aug 2026, 16:080first reading

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

Monetization — game passes

VIP Bundle
499 R$
Karl Bundle
199 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 · welcome1,040,117 · 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

9314 August 2026 — 93 % liked24 August 2026 — 93 % 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 92–94 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
24 Aug 2026, 09:4993no change
14 Aug 2026, 09:4893first reading

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