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Korean Tteokbokki [ASMR]

Korean Tteokbokki [ASMR]

A Roblox experience owned by K-Food.

SimulatorENcooking simulationASMRKorean cuisine

Korean Tteokbokki [ASMR] is a simulator experience created on December 13, 2023. The game currently has 98 players online and has accumulated 23,590,049 lifetime visits. It holds 104,046 favorites and maintains an 86% like percentage. The description highlights food preparation mechanics and ASMR elements.

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

[V2 Comming Soon..] -New Sauce "Hell taste" -New NPC -Lots of Foods & New features Welcome to ‘One Meal Tteokbokki’. Korean food loved by Koreans “Spicy tteokbokki made with tteokbokki” Let's choose the ingredients you want and boil them yourself. Let’s make your own special tteokbokki! Try our variety of side menus! Food ASMR 😍

Last updated by the developer 15 Jul 2026, 12:24 UTC.

98
playing (measured 10 Aug 2026, 14:21 UTC)
23,590,049
lifetime visits
86%
liked (11,427 👍 / 1,821 👎)
106,917
favourites (4.5 per 1k visits)
13 December 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 We do not publish numbers we have not measured.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, 14:2183first reading

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

Monetization — game passes

큰손 손님
10,000 R$
알바생
300 R$
떡볶이 두배
199 R$
프라이빗 룸
150 R$
VIP역할 VIP채팅
150 R$
똥맛 떡볶이
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

welcome. 😍 · welcome1,179,585 · 0.00% win
I ate 100 bowls! · collection457,492 · 0.00% win
I ate 1000 bowls! · progression47,722 · 0.00% win
I ate 100,000 bowls! · collection5 · 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

8613 August 2026 — 86 % liked23 August 2026 — 86 % liked2 September 2026 — 86 % liked12 September 2026 — 86 % liked22 September 2026 — 86 % liked2 October 2026 — 86 % liked12 October 2026 — 86 % liked22 October 2026 — 86 % liked1 November 2026 — 86 % liked13 August 20261 November 2026
9 measurements spanning 80 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 85–87 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
1 Nov 2026, 16:4586no change
22 Oct 2026, 16:3786no change
12 Oct 2026, 16:3686no change
2 Oct 2026, 16:3586no change
22 Sept 2026, 16:3386no change
12 Sept 2026, 16:3186no change
2 Sept 2026, 16:3086no change
23 Aug 2026, 16:1586no change
13 Aug 2026, 16:0486first reading

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