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Headlytubbies

Headlytubbies

A Roblox experience owned by Reb's Community.

HorrorENhorrorslendytubbiessurvival

Headlytubbies is a horror experience created on 2022-06-22. It records 1,120,571 lifetime visits, a 90% like percentage, and 3,219 favorites. Currently, zero users are playing. The description notes it recreates Slendytubbies 3 with additions from a modded version, targeting computer and mobile platforms during its alpha stage.

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

This experience is a recreation of another game called Slendytubbies 3, that was made on Unity. Includes additions from Slendytubbies Growing Tension (Modded version of the game). Supported only for Computer and Mobile. No VR and Console support because I didn't afford these. Future plans for this experience are making it an expanded version of the original game, that would include more gamemodes, maps, features, etc. Currently working on adding the original content and bug fixing (since it's in the Alpha stage). Small note: Yes, the models and maps are pretty horrendous to look at, some of them are even from the Roblox Studio toolbox. The owner is a solo developer and has not enough creativity to make proper models and maps. Maybe some day they'll improve.

Last updated by the developer 9 Apr 2026, 12:32 UTC.

0
playing (measured 10 Aug 2026, 16:46 UTC)
1,120,571
lifetime visits
90%
liked (867 👍 / 95 👎)
3,225
favourites (2.9 per 1k visits)
22 June 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 We do not publish numbers we have not measured.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, 16:460first reading

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

Badge funnel

Pre-Alpha Tester · other957 · 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

9014 August 2026 — 90 % liked13 September 2026 — 90 % liked23 September 2026 — 90 % liked13 October 2026 — 90 % liked14 August 202613 October 2026
4 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 89–91 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
13 Oct 2026, 17:3090no change
23 Sept 2026, 17:2290no change
13 Sept 2026, 16:5190no change
14 Aug 2026, 14:3590first reading

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