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!!SCENE/EMO HANGOUT!!

!!SCENE/EMO HANGOUT!!

A Roblox experience owned by web starz.

Social & hangoutENhangoutsocialvoice-chat

!!SCENE/EMO HANGOUT!! is a social-hangout experience created on 2022-01-25. The game records 686,187 lifetime visits and 11,353 favorites. It maintains a 92% like percentage. Currently, zero players are active in the experience.

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

🦄 WELCOME TO S/E HANGOUT 🦄 New: • Shop System • Shop Items • Quality Of Life Changes • Lag fixes ⚠️ Disclaimer ⚠️ We are not responsible of any actions being made happening on/off this experience by other players. For any reports / incidents, please join our communication server and create a ticket. This experience uses Voice Chat or VC to enhance the social experience! trancecat purrcopet 9WWN

Last updated by the developer 30 Jul 2026, 17:52 UTC.

0
playing (measured 11 Aug 2026, 08:34 UTC)
686,187
lifetime visits
92%
liked (3,901 👍 / 359 👎)
11,346
favourites (16.5 per 1k visits)
25 January 2022
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 We do not publish numbers we have not measured.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, 08:340first reading

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

Monetization — game passes

VIP
500 R$
donation X3
10 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

x WELCOME x · welcome173,428 · 100.0% win
x SKATEBOARD x · collection21,747 · 0.00% win
x FINISHED OBBY x · progression21,396 · 0.00% win
meet kaht · welcome110 · 0.00% win
I CANT STOP WINNING!!!!! · progression77 · 0.00% win
space kitty · other51 · 0.00% win
FREE VIP · other2 · 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

9214 August 2026 — 92 % liked24 August 2026 — 92 % 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 91–93 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
24 Aug 2026, 18:3692no change
14 Aug 2026, 18:3492first reading

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