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[RIOT] social experiment

[RIOT] social experiment

A Roblox experience owned by vintage mens clothing.

HorrorENsocial experimentsurvival horrorno respawn

[RIOT] social experiment is a horror experience created on May 6, 2022. It has accumulated 27,859,310 lifetime visits and 309,524 favorites. The title holds an 81% like percentage. Currently, zero players are active in the game. The experience involves behavioral judgment during final moments without respawning.

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

be subjected to various experiments to judge your behavior in the your final moments. players do not respawn, leaving the game will not save you

Last updated by the developer 12 Mar 2026, 05:26 UTC.

0
playing (measured 10 Aug 2026, 14:48 UTC)
27,859,310
lifetime visits
81%
liked (62,334 👍 / 14,878 👎)
308,968
favourites (11.1 per 1k visits)
6 May 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 We do not publish numbers we have not measured.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
10 Aug 2026, 14:480first reading

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

Monetization — game passes

Medium
149 R$
Riot Guard
99 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

survive the experiment · progression7,741,994 · 0.00% win
10 streak · progression3,525,664 · 0.00% win
fail the experiment · other2,479,668 · 0.00% win
revived · other1,790,568 · 0.00% win
experiment pause · other1,122,263 · 0.00% win
hunter · other778,618 · 0.00% win
betrayed · other523,280 · 0.00% win
champion · progression355,638 · 0.00% win
spared · other293,529 · 0.00% win
danger · other289,087 · 0.00% win
bat · other271,371 · 0.00% win
100 streak · progression42,221 · 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

8123 August 2026 — 81 % liked2 September 2026 — 81 % liked12 September 2026 — 81 % liked22 September 2026 — 81 % liked2 October 2026 — 81 % liked12 October 2026 — 81 % liked22 October 2026 — 81 % liked23 August 202622 October 2026
7 measurements spanning 60 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 80–82 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
22 Oct 2026, 16:0581no change
12 Oct 2026, 16:0481no change
2 Oct 2026, 16:0381no change
22 Sept 2026, 16:0281no change
12 Sept 2026, 16:0081no change
2 Sept 2026, 15:5281no change
23 Aug 2026, 15:3881first reading

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