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Trick or Treat 🍬

Trick or Treat 🍬

A Roblox experience owned by Glowz UGC.

RoleplayENHalloweenRoleplayIdle/Earn

Trick or Treat 🍬 is a roleplay experience created on 2024-09-23. The game has accumulated 2,115,336 lifetime visits and 223,492 favorites. It maintains an 87% like percentage. Currently, zero users are playing. The experience supports PC, mobile, tablet, and console platforms.

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

🍬Trick or Treat 🍫 Wait in line to trick or treat at the haunted mansion... 👻 👍LIKE + ⭐FAVORITE to support! Supported on all platforms PC 🖥️, mobile 📱, tablet 📟, and console 🎮 Remember, you earn money while offline! 💸

Last updated by the developer 3 Jun 2026, 23:29 UTC.

0
playing (measured 10 Aug 2026, 15:19 UTC)
2,115,336
lifetime visits
87%
liked (18,976 👍 / 2,763 👎)
223,427
favourites (105.6 per 1k visits)
23 September 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 We do not publish numbers we have not measured.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, 15:190first reading

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

Monetization — game passes

Double XP
399 R$
Double Candy
349 R$
Auto Knock
299 R$
Halloween Bag
279 R$
Auto Cut
179 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! · welcome1,516,445 · 0.00% win
Line Cutter! ✂️ · other967,140 · 0.00% win
First knock! · progression306,254 · 0.00% win
Escaped! · progression105,152 · 0.00% win
Knock 5 times! · other8,461 · 0.00% win
Knock 10 times! · other3,698 · 0.00% win
Knock 25 times! · other1,636 · 0.00% win
Knock 50 times! · other636 · 0.00% win
Knock 100 times! · other219 · 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

8714 August 2026 — 87 % liked24 August 2026 — 87 % liked3 September 2026 — 87 % liked14 August 20263 September 2026
3 measurements spanning 20 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 86–88 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
3 Sept 2026, 11:5087no change
24 Aug 2026, 09:0287no change
14 Aug 2026, 09:0187first reading

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