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3 player obby

3 player obby

A Roblox experience owned by ShadowRaven Studios.

ObbyENco-opobstacle coursetroll mechanics

3 player obby is a Roblox obstacle-course (obby) experience created in 2024. Players climb, jump, and navigate a course of obstacles toward the end. It has logged 6,803,000 lifetime visits and 38,292 favorites to date. It holds an 82% like rate, with 26 players active at last count. It is listed in the obstacle-course (obby) category on the index.

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

Welcome to 3 Player Obby! Team up with two friends or meet new people and take on 15 challenging stages designed for three players! Work together, solve obstacles, and enjoy the most fun 3 player obby. Want to spice things up? Buy one of our troll gamepasses to prank your friends or other players! 🤪 This is the hardest 3 player obby on roblox. Think you can beat it? We hope that you have an amazing time playing, good luck and have fun! 😄

Last updated by the developer 3 Jul 2026, 20:25 UTC.

26
playing (measured 11 Aug 2026, 00:36 UTC)
6,803,000
lifetime visits
81%
liked (5,454 👍 / 1,244 👎)
38,677
favourites (5.7 per 1k visits)
11 January 2024
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 We do not publish numbers we have not measured.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
11 Aug 2026, 00:3627first reading

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

Monetization — game passes

Slap hand
25 R$
Double jump
25 R$
Shift to run
10 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! · welcome5,154,514 · 100.0% win
First Rebirth · progression5,948 · 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

818281.513 August 2026 — 82 % liked23 August 2026 — 81 % liked2 September 2026 — 82 % liked12 September 2026 — 82 % liked22 September 2026 — 82 % liked2 October 2026 — 82 % liked12 October 2026 — 81 % liked22 October 2026 — 81 % liked13 August 202622 October 2026
8 measurements spanning 70 days, net -1. 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 81–82 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
22 Oct 2026, 23:1881no change
12 Oct 2026, 23:1781-1
2 Oct 2026, 23:1682no change
22 Sept 2026, 23:1582no change
12 Sept 2026, 23:0882no change
2 Sept 2026, 23:0882+1
23 Aug 2026, 23:0681-1
13 Aug 2026, 23:0682first reading

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