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[CH2] 😱 Stay In The Light

[CH2] 😱 Stay In The Light

A Roblox experience owned by BloodyKiwi Studios.

HorrorENhorrorsurvivalbattery collection

[CH2] 😱 Stay In The Light is a horror experience created on 2023-06-11. It has accumulated 20,411,029 lifetime visits and 143,166 favorites. The game holds a 67% like percentage. Currently, zero users are playing. The description involves collecting batteries while avoiding a dark creature.

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

You are driving on a roadside alone when your electric car drained it's battery, 🚗 While you collect batteries in the area, a dark creature appear which doesn't like lights a lot. ⚫ Can you escape it's terror by collecting the batteries that your Tesla car need? 🔋 Or will the dark menacing creature get you first?☠️ Like, Follow and Favorite the game for updates❤️

Last updated by the developer 20 Jun 2026, 20:47 UTC.

0
playing (measured 10 Aug 2026, 15:30 UTC)
20,411,029
lifetime visits
67%
liked (30,401 👍 / 15,204 👎)
143,032
favourites (7.0 per 1k visits)
11 June 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 We do not publish numbers we have not measured.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, 15:300first reading

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

Monetization — game passes

Battery Compass
399 R$
Torch
399 R$
Support Next Game
100 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

Visit Stay In The Light · other11,270,965 · 0.00% win
You Escaped · progression367,936 · 0.00% win
Top Wins · other25 · 0.00% win
Top Speed · other19 · 0.00% win
Top Donator · other17 · 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

6713 August 2026 — 67 % liked23 August 2026 — 67 % liked2 September 2026 — 67 % liked22 October 2026 — 67 % liked13 August 202622 October 2026
4 measurements spanning 70 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 66–68 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
22 Oct 2026, 17:0667no change
2 Sept 2026, 16:5267no change
23 Aug 2026, 16:3867no change
13 Aug 2026, 16:3367first reading

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