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Gangnam Project - 2-PLAYER OBBY

Gangnam Project - 2-PLAYER OBBY

A Roblox experience owned by CBC Kids & Freeground.

ObbyENK-pop2-player co-oppower-ups

Gangnam Project - 2-PLAYER OBBY is an obby experience created on 2024-11-14. It has accumulated 582,736 lifetime visits and 3,730 favorites. The experience holds a 94% like percentage. Currently, zero players are active in the game.

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

🎶 GANGNAM PROJECT: 2-PLAYER OBBY! 🕺✨ Get ready to jump, dash, and dance your way through this high-energy K-pop-themed obby! Use superpowers to overcome obstacles—jump higher, run faster, shrink, or grow giant to conquer the course! 🧩 NEW: 2-Player Puzzle Obstacle Course! Team up with a friend or summon your clone to solve mind-bending puzzles and navigate tricky synchronized paths. Cooperation is the key to victory! Join Hannah Shin and the world of Gangnam Project, where rhythm meets action in this electrifying CBC Kids Roblox experience! 📺 Canadian players can watch the full season of Gangnam Project on CBC Gem! 🏷️ coop, 2-player, obby, easy, hard, power-ups, competitive, race, racing, parkours, korean, fun, fast, music, powers, levels, random

Last updated by the developer 4 Aug 2026, 12:47 UTC.

0
playing (measured 10 Aug 2026, 18:06 UTC)
582,736
lifetime visits
94%
liked (5,821 👍 / 383 👎)
3,721
favourites (6.4 per 1k visits)
14 November 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 We do not publish numbers we have not measured.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, 18:060first reading

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

Badge funnel

Conquer the Weekly Course · progression5 · 0.00% win
Conquer the Practice Course · progression0 · 0.00% win
Conquer the 2-Player Course · progression0 · 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

9414 August 2026 — 94 % liked3 September 2026 — 94 % liked14 August 20263 September 2026
2 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 93–95 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
3 Sept 2026, 21:5194no change
14 Aug 2026, 19:5294first reading

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