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Korean Street Food

Korean Street Food

A Roblox experience owned by PANG Games TM.

SimulatorENcookingkorean cuisinesocial

Korean Street Food is a simulator experience created on 2023-12-18. It has accumulated 14,336,015 lifetime visits and 1,500,517 favorites. The game holds an 86% like percentage and currently has 1 player online.

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

👋 Welcome to Forky tteokbokki!! (Korean Street Food) 👍 Invite your friend and make delicious tteokbokki with the ingredients you want! ⭐ join the PANG Games TM group for perks! https://www.roblox.com/groups/16465091 ⚠️ Game is still in beta! It may be shut down suddenly for bug fix.

Last updated by the developer 19 Feb 2025, 03:03 UTC.

1
playing (measured 10 Aug 2026, 14:21 UTC)
14,336,015
lifetime visits
86%
liked (13,492 👍 / 2,275 👎)
1,498,816
favourites (104.5 per 1k visits)
18 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 We do not publish numbers we have not measured.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, 14:211first reading

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

Monetization — game passes

Part timer
399 R$
VIP
249 R$
Private room
149 R$
Double point
129 R$
Rose Sauce
49 R$
Golden Chopsticks
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

Welcome! · welcome7,617,934 · 88.1% win
Ate 100 tteokbokki · collection1,916,700 · 11.0% win
Ate 1,000 tteokbokki · collection36,905 · 0.00% win
Met the Dev! · other419 · 0.00% win
Ate 10,000 tteokbokki · other128 · 0.00% win
Ate 100,000 tteokbokki · collection6 · 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 % liked13 August 202622 October 2026
8 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 85–87 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
22 Oct 2026, 18:4686no change
12 Oct 2026, 18:3686no change
2 Oct 2026, 18:3586no change
22 Sept 2026, 18:3286no change
12 Sept 2026, 18:2386no change
2 Sept 2026, 18:1986no change
23 Aug 2026, 18:0486no change
13 Aug 2026, 18:0386first reading

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