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Boy or Girl Obby

Boy or Girl Obby

A Roblox experience owned by Aimstar Obbies.

ObbyENobstacle coursetroll mechanicsgender choice

Boy or Girl Obby is a Roblox experience created on 2024-03-24. It has accumulated 16,201,002 lifetime visits and 3,291,900 favorites. The game holds an 80% like percentage. Currently, zero users are playing. The genre field is null.

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

🌈 Welcome to Boy or Girl Obby 🚀 Choose a side between Boy or Girl, then play as the side you pick ⚽ Progress through worlds and various obstacles. 💫 Troll other players using funny abilities! 💥 Collect gears and power ups. ⚔️ Like and Favorite the Game for more stages! 👍 🎁Join the group for cool rewards: https://www.roblox.com/groups/32390728

Last updated by the developer 22 Mar 2026, 21:07 UTC.

0
playing (measured 10 Aug 2026, 17:45 UTC)
16,201,002
lifetime visits
80%
liked (6,093 👍 / 1,499 👎)
3,291,345
favourites (203.2 per 1k visits)
24 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 We do not publish numbers we have not measured.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
10 Aug 2026, 17:450first reading

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

Monetization — game passes

Shockwave Launcher
999 R$
Laser Gun
699 R$
Rainbow Carpet
599 R$
Snow Launcher
399 R$
Grappling Hook
199 R$
Permanent Banana
129 R$
Speed Coil
99 R$
Gravity Coil
99 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 · welcome10,873,529 · 57.1% win
Completed World 1 · progression730,676 · 28.6% win
Completed World 2 · progression181,445 · 0.00% win
??? · other2,399 · 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

8013 August 2026 — 80 % liked2 September 2026 — 80 % liked22 September 2026 — 80 % liked2 October 2026 — 80 % liked22 October 2026 — 80 % liked1 November 2026 — 80 % liked13 August 20261 November 2026
6 measurements spanning 80 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 79–81 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
1 Nov 2026, 18:0780no change
22 Oct 2026, 18:0680no change
2 Oct 2026, 18:0480no change
22 Sept 2026, 18:0380no change
2 Sept 2026, 17:5180no change
13 Aug 2026, 17:2380first reading

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