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Typical Obby?

Typical Obby?

A Roblox experience owned by RedBoxGames Official.

ObbyENhorrorjumpscaresblood

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

Just Obby! Or maybe not... Try to complete all stages! And Noob will help you! Inspired "A Stereotypical Obby" Tags: horror obby, blood, jumpscares, violence

Last updated by the developer 25 Jul 2026, 12:41 UTC.

0
playing (measured 15 Aug 2026, 01:08 UTC)
11,286
lifetime visits
90%
liked (120 👍 / 13 👎)
138
favourites (12.2 per 1k visits)
9 March 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 We do not publish numbers we have not measured.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
15 Aug 2026, 01:080first reading

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

Monetization — game passes

Electromine
399 R$
Radar
199 R$
High Speed
199 R$
Taser
149 R$
Better Stamina
99 R$
Better Flashlight
39 R$
Pebbles
19 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

First Death · other1,590 · 0.00% win
Neutral Ending - Confusion · other223 · 0.00% win
Bad Ending - Anger · progression86 · 0.00% win
No deaths · progression67 · 0.00% win
Secret Ending · secret51 · 0.00% win
Good Ending - Understanding · progression29 · 0.00% win
Escaped from Forest · progression5 · 0.00% win
Escaped from Facility · progression4 · 0.00% win
Nightmare Mode Completed · progression2 · 0.00% win
Escaped from Basement · progression2 · 0.00% win
Nightmare Mode No Deaths · progression2 · 0.00% win
School - Survived 5:00 · progression2 · 0.00% win
School - Survived 1:00 · progression1 · 0.00% win
School - Survived 20:00 · progression1 · 0.00% win
School - Survived 10:00 · progression1 · 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

9016 August 2026 — 90 % liked5 September 2026 — 90 % liked25 October 2026 — 90 % liked16 August 202625 October 2026
3 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 89–91 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
25 Oct 2026, 23:0190no change
5 Sept 2026, 22:1990no change
16 Aug 2026, 22:1790first reading

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