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The Arcade Experience

The Arcade Experience

A Roblox experience owned by Extreme Funs.

RoleplayENarcadenight shifthorror mystery

The Arcade Experience is a roleplay game created on September 28, 2023. It has accumulated 2,873,292 lifetime visits and 21,738 favorites. The experience holds a 72 percent like percentage. Currently, zero users are playing. The description notes inspiration from Nightshift Experience and RCM Games.

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

After trying out multiple jobs, the night shift at Claude's Arcade seems promising. It is the only arcade in town where people come to have fun. Some people win prizes while others lose their money, but in the end, everybody loves this place. Or do they..... [CHAPTER 8] Inspired by the Nightshift Experience and RCM Games.

Last updated by the developer 23 May 2024, 13:02 UTC.

0
playing (measured 10 Aug 2026, 14:16 UTC)
2,873,292
lifetime visits
72%
liked (1,656 👍 / 633 👎)
21,725
favourites (7.6 per 1k visits)
28 September 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 We do not publish numbers we have not measured.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, 14:160first reading

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

Monetization — game passes

Jumpscare Anyone
299 R$
Pistol
299 R$
Mini Pistol
150 R$
Pumpkin
75 R$
Sprint
50 R$
Energy Drink [SPEED]
25 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

Murdered Ending · progression473,837 · 0.00% win
Survived Ending · progression120,592 · 0.00% win
Exploded Ending · progression51,141 · 0.00% win
Secret Ending · secret3,221 · 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

7214 August 2026 — 72 % liked3 September 2026 — 72 % liked14 August 20263 September 2026
2 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 71–73 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
3 Sept 2026, 06:1872no change
14 Aug 2026, 06:1672first reading

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