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Staying Together

Staying Together

A Roblox experience owned by Sabie.

AdventureENco-opobstacle coursepuzzle

Staying Together is an adventure experience created on 2023-01-14. It currently has 10 players online. The game has accumulated 22,838,876 lifetime visits and 260,837 favorites. It holds an 83% like percentage. The experience requires two players to complete its obstacle course and puzzle tasks.

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

(This game requires 2 people to play.) Make sure to like and favorite if you enjoyed! [For HiddenDevs Game-Jam! The theme was "Limited Space"] Staying Together is an obstacle course/puzzle game you play with 1 extra person, where you have to stay close to complete tasks, Y axis does not count. Use teamwork and problem solving to make it through the cardboard! The Creators: @yewfor (Programming, Building, Level Design) @Ayntrx (Programming, Effects) @SleepieSkye (mrreoweoweow nyaa mrrp)

Last updated by the developer 31 Jul 2026, 08:32 UTC.

10
playing (measured 10 Aug 2026, 19:47 UTC)
22,838,876
lifetime visits
83%
liked (30,202 👍 / 6,247 👎)
261,290
favourites (11.4 per 1k visits)
14 January 2023
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 We do not publish numbers we have not measured.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, 19:4717first reading

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

Monetization — game passes

Sparkles (Reset After Purchase)
24 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

Out-Of-Circle Experience · other8,918,036 · 100.0% win
Codebreaker · other2,914,384 · 61.5% win
Teamwork · social174,982 · 5.5% 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

8313 August 2026 — 83 % liked23 August 2026 — 83 % liked2 September 2026 — 83 % liked12 September 2026 — 83 % liked22 September 2026 — 83 % liked2 October 2026 — 83 % liked12 October 2026 — 83 % liked22 October 2026 — 83 % liked1 November 2026 — 83 % liked13 August 20261 November 2026
9 measurements spanning 80 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 82–84 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
1 Nov 2026, 16:4983no change
22 Oct 2026, 16:4783no change
12 Oct 2026, 16:4683no change
2 Oct 2026, 16:3883no change
22 Sept 2026, 16:3783no change
12 Sept 2026, 16:3583no change
2 Sept 2026, 16:3483no change
23 Aug 2026, 16:1983no change
13 Aug 2026, 16:0783first reading

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