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false consciousness

false consciousness

A Roblox experience owned by a new spring.

OtherENdreamsshelvedmusic

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

sleep! /* context: https://devforum.roblox.com/t/new-publishing-requirements-evaluation-process-for-games/4573166 effective may 19th, roblox will be requiring a new $5/m "roblox plus" subscription to publish/keep published any game that is open to *all ages*. games open to users 16+ require an age check or id verification, and an account in good standing. false consciousness will only be open to users 16+ around the aforementioned deadline. */ 21 dreams; game is shelved indefinitely 2/14/26 - fixed classroom spawn, removed ynfg tracks thanks to ' late july, midsummer ' https://www.roblox.com/games/14107732720/late-july-midsummer ' .music or /music ' anywhere to fetch current song contact: dc (chiyotre)

Last updated by the developer 7 May 2026, 23:35 UTC.

0
playing (measured 19 Aug 2026, 06:21 UTC)
573
lifetime visits
100%
liked (39 👍 / 0 👎)
125
favourites (218.2 per 1k visits)
13 August 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 We do not publish numbers we have not measured.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
19 Aug 2026, 06:210first reading

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

Monetization — game passes

spare change 2
100 R$
spare change
5 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

theories of the world · other55 · 0.00% win
melodies of the revolution · collection45 · 0.00% win
flash warning · other17 · 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

10020 August 2026 — 100 % liked20 September 2026 — 100 % liked20 August 202620 September 2026
2 measurements spanning 30 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 99–101 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
20 Sept 2026, 05:04100no change
20 Aug 2026, 22:04100first reading

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