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The Cellar

The Cellar

A Roblox experience owned by Zeeg.

Social & hangoutENhangouthorrorsimulation

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

a very normal hangout game -- CONTROLS -- Sprint - [Shift], [Left Thumbstick] Shiftlock - [Ctrl] Emote - [G], [Button Y] -- CREDITS -- Building -- Corvus, Zylith Scripting -- Zylith Animations -- Corvus, Zylith Voice Acting -- wildfireowo Music -- a bunch of people, Photo & Corvus Art -- Photo Version 1.1.6 Supported Platforms: PC, Mobile, VR, Console Inspired by Warm Isolation, Bus Simulator, bunker.jpeg, Midnight Horrors and Desert Bus Play the remake - https://www.roblox.com/games/114579302256491/The-Cellar-GOLD-beta

Last updated by the developer 11 Aug 2026, 22:42 UTC.

0
playing (measured 16 Aug 2026, 19:18 UTC)
1,945
lifetime visits
96%
liked (27 👍 / 1 👎)
20
favourites (10.3 per 1k visits)
5 April 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 We do not publish numbers we have not measured.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
16 Aug 2026, 19:180first reading

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

Monetization — game passes

TUFF DONATION
350 R$
donation
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

insomniac · other242 · 0.00% win
omnipotence · other27 · 0.00% win
roadkill · other25 · 0.00% win
i owe you · other24 · 0.00% win
절대 만지지 마세요 · secret19 · 0.00% win
familiarity · other10 · 0.00% win
survive the cartel · progression8 · 0.00% win
survive the third impact · progression6 · 0.00% win
desperate times · other5 · 0.00% win
hyperdrive · other3 · 0.00% win
survive the fumo impact · other0 · 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.