Crucifix Playground [CRUCIFIX SKINS!!!]
A Roblox experience owned by OoOoA_lemon's Studio.
HorrorENhorrordoorssimulation
Crucifix Playground [CRUCIFIX SKINS!!!] is a horror experience created on 2023-04-19. The game has recorded 548,481 lifetime visits and holds 499 favorites. Current player count is zero. The experience features a 48% like percentage. Updates include entity crucifixion mechanics, new skins, and map changes.
Description (written by the developer; not a statement by this register)
ALL DOORS ENTITIES GOES TO LSPLASH THE CREATOR OF DOORS LET ME COOK!!! (on the update, check the group for sneak peeks) This game u can crucifix entities that u want UPDATE LOGS __________________ Subspace Tripmine is back with an cooldown. Knobs now save. Big Knobs are added (Gives 50) SKINS!!! Rush Crucifix Silver Crucifix. Gold Crucifix. Sound Warning. Spawn Location moved to an different map with an teleporter. Unreleased skins (IN PROGRESS) AR0xMBUSH skin RNIUSHCg== skin __________________ More maps coming soon... Report bug button also coming soon... And post if there are any bugs on the group! https://www.roblox.com/groups/14321436/The-OoOoA-Lemon-Club#!/about Check out the old version! https://www.roblox.com/games/17178735537/Old-Crucifix-playground THERE MAY BE SOME BUGS! tags: crucifix playground, playground, crucifix, doors, cross, pressure
Last updated by the developer 20 Mar 2026, 16:40 UTC.
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 We do not publish numbers we have not measured.
| Measured (UTC) | Players | Change |
|---|---|---|
| 11 Aug 2026, 01:16 | 0 | first reading |
Concurrent players at each of our measurements (insert-on-change).
Monetization — game passes
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
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.