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The Border Experience [NEW]

The Border Experience [NEW]

A Roblox experience owned by Extreme Funs.

HorrorENhorrorsurvivalnarrative

The Border Experience [NEW] is a horror game created on October 11, 2023. It has accumulated 6,030,791 lifetime visits and 74,414 favorites. Currently, zero users are playing. The experience holds a 34% like percentage. The description notes inspiration from Nightshift Experience and RCM Games, featuring a mysterious border setting.

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

You work at an isolated border in the midst of nowhere. However, as you go on doing your duties, you realize something is off about the place. The atmosphere is mysterious, and the eerie jungle nearby may be hiding secrets... But the main question is, can you survive? [CHAPTER 10] Inspired by the Nightshift Experience and RCM Games.

Last updated by the developer 10 May 2025, 17:13 UTC.

0
playing (measured 10 Aug 2026, 14:16 UTC)
6,030,791
lifetime visits
34%
liked (3,591 👍 / 7,048 👎)
74,175
favourites (12.3 per 1k visits)
11 October 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 We do not publish numbers we have not measured.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 Everybody [Permanent]
299 R$
Gun [LIMITED]
99 R$
Speed
50 R$
Pumpkin
50 R$
Bloxy Cola
35 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

Bad Ending · progression600,996 · 28.6% win
Flame Ending · progression534,377 · 0.00% win
Good Ending · progression423,847 · 0.00% win
??? · secret0 · 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

3414 August 2026 — 34 % liked3 October 2026 — 34 % liked23 October 2026 — 34 % liked14 August 202623 October 2026
3 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 33–35 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
23 Oct 2026, 00:1534no change
3 Oct 2026, 00:0734no change
14 Aug 2026, 00:0334first reading

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