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[CRAB FEAST] Headcrab AI

[CRAB FEAST] Headcrab AI

A Roblox experience owned by cool stuff and things.

HorrorENzombiehorrorsimulation

[CRAB FEAST] Headcrab AI is a horror experience created on 2024-01-14. The game features 2,158,028 lifetime visits and 5,236 favorites. Currently, zero users are playing. The title holds a 44% like percentage. It includes playable zombie variants and headcrab AI elements within an updated server environment.

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

⭐ CURRENTLY IN UPDATED SERVERS crab feast: new shop and restaurant, grab a snack and go in an upgrade loop if you want to be shown in a leaderboard! *it's also a safezone! this game shows headcrab ai and some other cool stuff currently features: Normal Headcrab Fast Headcrab PRESS G TO TOGGLE RAGDOLL PRESS V TO LEAP AS FAST ZOMBIE and their PLAYABLE Zombie Variants. try out our slenderman game too: https://www.roblox.com/games/14538109814/

Last updated by the developer 24 Mar 2026, 03:04 UTC.

0
playing (measured 10 Aug 2026, 21:48 UTC)
2,158,028
lifetime visits
44%
liked (1,319 👍 / 1,650 👎)
5,237
favourites (2.4 per 1k visits)
14 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 We do not publish numbers we have not measured.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
10 Aug 2026, 21:480first reading

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

Monetization — game passes

Gravity Gun
1,299 R$
OP Sonic Boom
799 R$
GMAN Teleport
799 R$
Combine Soldier
249 R$
x2 Total Stat Boost
99 R$
Early Stun Baton Unlock
49 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

15 Kills · other83,558 · 0.00% win
30 Kills · other35,104 · 0.00% win
50 Kills · progression17,352 · 15.4% win
100 Kills · progression6,239 · 0.00% win
150 Kills · progression3,439 · 0.00% win
200 Kills · progression2,174 · 0.00% win
250 Kills · progression1,508 · 15.4% win
Malice · other1,337 · 0.00% win
Prestige 5 · progression871 · 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

4414 August 2026 — 44 % liked24 August 2026 — 44 % liked14 August 202624 August 2026
2 measurements spanning 10 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 43–45 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
24 Aug 2026, 08:5044no change
14 Aug 2026, 08:4944first reading

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