The Difficulty Upgrade Tree: Classic
A Roblox experience owned by A Normal EJT Group.
SimulatorENincrementaltower defensegrindy
The Difficulty Upgrade Tree: Classic is a simulator experience created on 2023-07-25. It has accumulated 1,835,761 lifetime visits and 9,613 favorites. The game holds an 81% like percentage. Currently, four users are playing. The experience features 250 upgrades and two reset layers. Progress saves only in private servers.
Description (written by the developer; not a statement by this register)
[DISCONTINUED] This is the original TDUT game that got discontinued, there is a higher quality remake of this game available, called TDUT:R (The Difficulty Upgrade Tree: Regrown), check it out! Total Upgrades: 250 (+28) There are 2 reset layers in this game, with a sub-reset layer and a bonus reset layer. Your progress does not save on public servers, it is recommended to keep playing in your own private server in order for your data to save. Some stats and badges can still be earned in public servers. This game is meant to be active and grindy (no offline progress), you should expect around 3 days of active playtime to fully complete the game from scratch up to the bonus reset layer completion. This game is not canon to TDUT:R. Credits: TUUT:T by: Gui_Ducks Eternal Joke Tower Wiki OmegaNum by: FoundForces
Last updated by the developer 5 Aug 2026, 17:14 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 We do not publish numbers we have not measured.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 |
|---|---|---|
| 10 Aug 2026, 17:52 | 1 | 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.