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The Difficulty Upgrade Tree: Regrown

The Difficulty Upgrade Tree: Regrown

A Roblox experience owned by A Normal EJT Group.

ObbyENincrementalobbydifficulty progression

The Difficulty Upgrade Tree: Regrown is an obby experience created on 2024-01-08. It has accumulated 3,953,112 lifetime visits and 29,252 favorites. Currently, 117 users are playing. The game holds an 86% like percentage. Players navigate seven distinct areas to progress through an incremental upgrade system.

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

Welcome to The Difficulty Upgrade Tree: Regrown, or TDUT:R! Conquer vast worlds as you voyage to become the best obbyist that reality will ever see - to the edge of the universe and beyond! 📊 Highest Upgrade: #134 🌌 Grow your skill and unlock new features to aid in your incremental progress 🗺️ There are 7 different areas for you to conquer, each having unique mechanics and progression! (with only 1 available) 🕐 This is an EXTREMELY long game, so happy grinding and good luck! Any changes in the EJT difficulty chart will not be applied here if it’s are already past that point. This game is performance-intensive; you may need a powerful device to play it. ⚠️ (Do not use exploits/macros/cheats, you will be caught. Autoclicking is allowed, but you can click only in one spot and only applies to the Incremental Aspects!) CONTENT WARNING: This game contains flashing lights, rapid patterns, or visual effects that could trigger seizures in individuals with photosensitive epilepsy.

Last updated by the developer 20 Aug 2026, 15:34 UTC.

99
playing (measured 22 Aug 2026, 00:50 UTC)
3,972,670
lifetime visits
86%
liked (11,156 👍 / 1,821 👎)
29,670
favourites (7.5 per 1k visits)
8 January 2024
created (per Roblox)

Play on Roblox →

Live players over time

Growth

99118108.510 August 2026 — 118 players21 August 2026 — 112 players21 August 2026 — 110 players21 August 2026 — 100 players21 August 2026 — 114 players22 August 2026 — 99 players10 August 202622 August 2026
6 measurements spanning 11 days, net -19. 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 96–121 and does not start at zero.
Measurement log — every players count we have recorded
Measured (UTC)PlayersChange
22 Aug 2026, 00:5099-15
21 Aug 2026, 23:50114+14
21 Aug 2026, 22:50100-10
21 Aug 2026, 21:50110-2
21 Aug 2026, 20:54112-6
10 Aug 2026, 17:52118first reading

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

Monetization — game passes

Weak Fusion Coil
299 R$
Upgrader Bomb
149 R$
Tree Bloomer
100 R$
1.02x Skill gain
3 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

Mental Clarity | [Layer 0] · other537,245 · 39.0% win
Pathway to Remembrance [Zone 0] · progression260,935 · 18.7% win
Sakura Growing · other185,348 · 13.4% win
Islands of Multiplication · progression122,879 · 9.4% win
Flawless Noob Beaten · progression76,221 · 5.8% win
Perfecting Skills | [Layer 1] · progression73,861 · 4.7% win
Beat Mega Fun Obby · progression47,339 · 4.2% win
Flawless Automation · other37,497 · 2.6% win
Beat Wooden Structure · progression18,440 · 1.7% win
Beat Sunset Serenade · progression17,643 · 1.1% win
The Button · other17,071 · 1.4% win
Beat Not Even a Difficulty Spike · progression15,025 · 1.6% win
Beat Fragmented Abyss · progression5,287 · 1.1% win
Beat The Lost Bagel · progression3,716 · 0.80% win
Encoded Prison (Cluster 1A) · progression3,558 · 0.70% 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.

Roblox recommends these alongside it

Roblox’s own “games like this” rail, as we recorded it on 22 August 2026. The order is Roblox’s, not ours. Which games it points at most →

Like ratio over time

Growth

8614 August 2026 — 86 % liked21 August 2026 — 86 % liked21 August 2026 — 86 % liked21 August 2026 — 86 % liked21 August 2026 — 86 % liked22 August 2026 — 86 % liked24 August 2026 — 86 % liked3 September 2026 — 86 % liked14 August 20263 September 2026
8 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 85–87 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
3 Sept 2026, 03:3286no change
24 Aug 2026, 03:3186no change
22 Aug 2026, 00:5086no change
21 Aug 2026, 23:5086no change
21 Aug 2026, 22:5086no change
21 Aug 2026, 21:5086no change
21 Aug 2026, 20:5486no change
14 Aug 2026, 03:3186first reading

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