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Seraphus [600M]

Seraphus [600M]

A Roblox experience owned by Pull a Friend.

ObbyENphysicsobstacle coursemultiplayer

Seraphus [600M] is an obby experience created on 2023-07-31. It has recorded 7,067,807 lifetime visits and 47,069 favorites. Currently, zero users are playing. The game holds a 38% like percentage. Players navigate obstacles while managing ball physics and collisions.

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

Drag a ball through obstacles while avoiding collisions with your own ball and other players' balls. Speed adds challenge, as collisions can lead to trips and setbacks. As you play and complete challenges, you'll earn cool custom ball skins. Make your ball unique and show off your progress. NOTE: This game is tough. Balancing the ball and avoiding falls take practice. Get ready for a real challenge!

Last updated by the developer 8 Jul 2026, 20:36 UTC.

0
playing (measured 10 Aug 2026, 15:34 UTC)
7,067,807
lifetime visits
38%
liked (7,561 👍 / 12,151 👎)
47,040
favourites (6.7 per 1k visits)
31 July 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 We do not publish numbers we have not measured.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, 15:340first reading

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

Monetization — game passes

Slap 3000
999 R$
Slap
249 R$
V.I.P
69 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

100m · progression638,523 · 33.3% win
200m · progression367,657 · 33.3% win
300m · progression97,110 · 33.3% win
4OOm · progression20,275 · 33.3% win
500m · progression12,784 · 33.3% win
600m 🎃 · progression3,456 · 33.3% 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

3813 August 2026 — 38 % liked23 August 2026 — 38 % liked2 September 2026 — 38 % liked13 August 20262 September 2026
3 measurements spanning 20 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 37–39 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
2 Sept 2026, 22:5038no change
23 Aug 2026, 22:4938no change
13 Aug 2026, 22:4838first reading

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